<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FPS+FTW</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FPS+FTW"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/FPS_FTW"/>
	<updated>2026-04-07T02:07:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535863</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535863"/>
		<updated>2022-11-23T06:48:04Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* AAC / Q Honey Badger hybrid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” integrally suppressed barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. It has an MPX Gen 1 style handguard fitted to the Gen 2 receiver.&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version and the right side of the upper receiver based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX Virtus.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1420469</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1420469"/>
		<updated>2021-05-27T04:25:43Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: Minor trivia added to P320 section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Warzone''''' is a standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game that is technically a game mode included in the installation of ''Modern Warfare''. As of December 16th, 2020, ''Warzone'' was overhauled with weapons and gameplay elements of ''[[Call of Duty: Black Ops Cold War]]'' and contains near-direct ports of ''Cold War'''s arsenal. In practice, this dual-game integration sees progression in ''Warzone'' being linked to progression in both ''Modern Warfare'' and ''Cold War'', and content from and based on ''Cold War'' are ported from &amp;lt;i&amp;gt;Cold War&amp;lt;/i&amp;gt;'s engine to &amp;lt;i&amp;gt;Modern Warfare&amp;lt;/i&amp;gt;'s engine and added to the ''Modern Warfare''-based ''Warzone'' in the December 16 &amp;quot;Season 1&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
With regards to the weapons that IMFDB focuses on, ''Warzone'' following the December 16 update contains weapons from both ''Modern Warfare'' and ''Cold War'' (for weapons like the AK-47 which exist in both games, the two AK-47s from the two different games are treated as two different weapons in gameplay). Since all the weapons from ''Cold War'' maintain their animations, attachments, and other general gameplay attributes from ''Cold War'', these weapons are covered on the ''Black Ops Cold War'' page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
*Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.&lt;br /&gt;
*Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.&lt;br /&gt;
*Ejected casings realistically have charred markings near their necks.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, 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 &amp;quot;Hometown&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Golem.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:Mw2019revolver3rdperson.jpg|thumb|none|600px|An Allegiance soldier stops to examine the frankenvolver.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, VSS Vintorez/Dragunov hybrid shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; 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.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327 R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK has a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It is depicted with 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 &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation, and the left side states &amp;quot;MADE IN CALIFORNIA&amp;quot; and &amp;quot;SILVERFIELD USA CORP.&amp;quot; The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Renetti&amp;quot; can be turned into a pseudo-[[Beretta 93R]]: the &amp;quot;Mk3 Burst Mod&amp;quot; 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 &amp;quot;FTAC SATUS CS-3&amp;quot; or &amp;quot;CS-X&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The Season 5 update made the slide a black color by default; however this was undone and the tan slide returned after the mid-season update.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; 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.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17.]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]&lt;br /&gt;
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style &amp;quot;Renetti&amp;quot; equipped with an additional &amp;quot;Desperado Pro Compensator&amp;quot;, &amp;quot;Lightweight Trigger&amp;quot;, 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 fire ''within'' each burst.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Guard One&amp;quot;===&lt;br /&gt;
The &amp;quot;Guard One&amp;quot; blueprint of the &amp;quot;Renetti&amp;quot; seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; 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.]]&lt;br /&gt;
[[File:MW M9A3 (8).jpg|thumb|none|600px|Acquiring a &amp;quot;Guard One&amp;quot; found in multiplayer. The M9A3's draw animation shows the user cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 pre-release footage, but this was replaced in the final game with generic &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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; the latter is considered a muzzle device, while the former comes in the form of the &amp;quot;Forge Tac Enforcer&amp;quot; barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]&lt;br /&gt;
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
&lt;br /&gt;
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the &amp;quot;Singuard Arms Advantage&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]&lt;br /&gt;
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The &amp;quot;War Beast&amp;quot; arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18C===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the &amp;quot;9x19&amp;quot; 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.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The Howler&amp;quot;===&lt;br /&gt;
&amp;quot;The Howler&amp;quot; (a PS4 exclusive), &amp;quot;Impossible Task&amp;quot;, &amp;quot;Chisel&amp;quot;, and &amp;quot;Draugr&amp;quot; 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 &amp;quot;Vanguard Elite&amp;quot; attachment), and the latter looking like that of a [[Smith &amp;amp; Wesson M&amp;amp;P]].&lt;br /&gt;
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 45acp.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the &amp;quot;Impossible Task&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; 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 &amp;quot;Quick Hit&amp;quot; and &amp;quot;Cherry Blossom&amp;quot;, and the same type of frame is used on the &amp;quot;Pegasus&amp;quot;, &amp;quot;Gemcutter&amp;quot;, &amp;quot;Greenback&amp;quot;, &amp;quot;Peace and Tranquility&amp;quot;, and &amp;quot;Guac My World&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with traditional [[M1911A1]] style grips. It is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the &amp;quot;Callous&amp;quot; blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. &amp;quot;Callous&amp;quot; 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). &amp;quot;Callous&amp;quot; suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the &amp;quot;Callous&amp;quot; barrel attachment (&amp;quot;.45 Compact&amp;quot; attachment, though modelled as a standard-length slide) is removed, the default slide &amp;quot;under&amp;quot; it is not the default one as one would expect, but the stainless slide and gold barrel version from &amp;quot;The Invader&amp;quot; blueprint; this is most likely a bug/oversight.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|In a series first, the game actually shows the slide stop on the 1911 engaging the slide on empty reloads.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Corax&amp;quot;, &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot; blueprints also have this resemblance, and the &amp;quot;Obsidian Carat&amp;quot; has an identical frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well. The &amp;quot;Corax&amp;quot; also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:MW STI Tactical.jpg|thumb|none|600px|The &amp;quot;Blue Dwarf&amp;quot; STI-style 1911.]]&lt;br /&gt;
[[File:MW STI Tactical (1).jpg|thumb|none|600px|Reloading a &amp;quot;Javelina&amp;quot; found in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was leaked into the game in late 2020 as the &amp;quot;Sykov&amp;quot;. Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay. The &amp;quot;Sykov&amp;quot; is highly customizable - the barrel customizations give it a nickel frame, or any of the the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the &amp;quot;Lightweight Single-Action&amp;quot; trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The &amp;quot;Sykov&amp;quot; in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]&lt;br /&gt;
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the &amp;quot;Sykov&amp;quot; inside the Scrapyard offices.]]&lt;br /&gt;
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]&lt;br /&gt;
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]&lt;br /&gt;
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]&lt;br /&gt;
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]&lt;br /&gt;
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]&lt;br /&gt;
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The &amp;quot;SSB 105mm&amp;quot; barrel (SSB standing for &amp;quot;Sykov's Svet Bochka&amp;quot;) gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PB===&lt;br /&gt;
The &amp;quot;SSL 308mm&amp;quot; barrel (SSL standing for &amp;quot;Sykov Skrytyy Lisa&amp;quot;) gives the gun an integrally suppressed [[Makarov PB]] assembly.&lt;br /&gt;
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the &amp;quot;SSL 308mm&amp;quot; Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]&lt;br /&gt;
&lt;br /&gt;
===Stechkin APS===&lt;br /&gt;
The &amp;quot;Sorokin 140mm Auto&amp;quot; barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the &amp;quot;PP-Skelet&amp;quot; and &amp;quot;PP-Karabin&amp;quot;. As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's ingame designation to &amp;quot;Sorokin.&amp;quot;&lt;br /&gt;
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the &amp;quot;Sorokin 140mm Auto&amp;quot; barrel assembly, which essentially turns the &amp;quot;Sykov&amp;quot; into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. 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 intermediate dimensions 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 &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; 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 &amp;quot;mini reflex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; mission (Despite the fact Laswell specifically instructed Price to use &amp;quot;host nation weapons only&amp;quot;, which none of Nikolai's acquisitions are).  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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 K PRO G==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO G]] was included in Season 5 as the &amp;quot;ISO&amp;quot;. 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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the &amp;quot;FTAC Vagrant&amp;quot; attachment. The barrel options are the following: &amp;quot;ISO 140mm CQB&amp;quot;, a slightly shortened barrel (incorrectly named, as it is approximately 120mm), &amp;quot;FSS Revolution&amp;quot;, a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), &amp;quot;FTAC 225mm Dominator&amp;quot;, an extended barrel of intermediate length between the standard APC9 and the APC9-P, and &amp;quot;FSS Nightshade&amp;quot;, an integrally suppressed barrel similar to the APC9 SD.&lt;br /&gt;
&lt;br /&gt;
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO G - 9x19mm Parabellum]]&lt;br /&gt;
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]&lt;br /&gt;
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&amp;amp;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.]]&lt;br /&gt;
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]&lt;br /&gt;
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]&lt;br /&gt;
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&amp;amp;T's fire selector.]]&lt;br /&gt;
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]&lt;br /&gt;
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]&lt;br /&gt;
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]&lt;br /&gt;
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]&lt;br /&gt;
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the &amp;quot;FSS Revolution&amp;quot; attachment.]]&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|&amp;quot;The Conduit&amp;quot; APC9 with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]&lt;br /&gt;
[[File:APC9 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 SD - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The &amp;quot;FSS Nightshade&amp;quot; APC9.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the &amp;quot;CX-9&amp;quot;. Users are able to unlock the SMG in multiplayer, but are unable to use it except in Survival mode and Warzone. It is also available out of a weapon drop. &lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MW2019 Evo 01.jpg|thumb|none|600px|The &amp;quot;CX-9&amp;quot; unlocked.]]&lt;br /&gt;
[[File:MW2019 Evo 02.jpg|thumb|none|600px|Mag-checking the &amp;quot;CX-9&amp;quot; during Survival. The base weapon is equipped with 20-round mags. This one has a Holosun sight equipped.]]&lt;br /&gt;
[[File:MW2019 Evo 03.jpg|thumb|none|600px|The Evo 3 in idle - note the HK style sights.]]&lt;br /&gt;
[[File:MW2019 Evo 04.jpg|thumb|none|600px|The Scorpion in the combat record.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. The &amp;quot;FORGE TAC Retribution&amp;quot; barrel attachment adds an extended barrel and a large handguard to the front of the P90.&lt;br /&gt;
&lt;br /&gt;
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FSS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|&amp;quot;The Neutralizer&amp;quot; P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the waffle magazine all of the P90 blueprints have. This one is equipped with the &amp;quot;FORGE TAC Retribution&amp;quot; long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, 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 &amp;quot;tropical&amp;quot; wide handguard with an added bottom rail. The barrel attachments &amp;quot;FSS Light&amp;quot; and &amp;quot;Monolithic Integral Suppressor&amp;quot; give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).&lt;br /&gt;
&lt;br /&gt;
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;FSS Mini&amp;quot; barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]], and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; 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.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|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 modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]&lt;br /&gt;
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War&amp;quot;; this specific model was added to multiplayer post-release as the &amp;quot;Strapped&amp;quot; blueprint. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the &amp;quot;FSS Light&amp;quot; and the shorter &amp;quot;Monolithic&amp;quot; integrally suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game.]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The “16.5&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot;.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except 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 reload. Note that the weapon has &amp;quot;A-F-S&amp;quot; selector markings, a characteristic of civilian Uzis converted to full-auto.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover. &amp;quot;Corvus Defense&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the &amp;quot;Fennec&amp;quot; (the name of a type of small North African fox). 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 &amp;quot;Fennec&amp;quot; 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 &amp;quot;Super-V&amp;quot; recoil management system of the real world Vector would not be able to function.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Silver Fox&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
There are two barrel attachment options for the Vector. The “ZLR 16&amp;quot; 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&amp;quot; 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&amp;quot; carbine (and not the 18.6&amp;quot; Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ZLR Sabre&amp;quot; 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 &amp;quot;no stock&amp;quot;, which adds a quick-detach sling swivel like a Vector SDP pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector with EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in &amp;quot;The Story So Far&amp;quot; trailer.]]&lt;br /&gt;
[[File:MW2019 Vector.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW2019 Vector2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]&lt;br /&gt;
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]&lt;br /&gt;
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]&lt;br /&gt;
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]&lt;br /&gt;
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]&lt;br /&gt;
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]&lt;br /&gt;
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]&lt;br /&gt;
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Gen II Vector SDP - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]&lt;br /&gt;
[[File:Vector CRB Enhanced 2016.jpg|thumb|none|500px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum, 2016 version with Defiance M4 stock.]]&lt;br /&gt;
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18&amp;quot; Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]&lt;br /&gt;
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the &amp;quot;Apex&amp;quot; and &amp;quot;Sabre&amp;quot; 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).]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel and handguard than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; 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.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
&lt;br /&gt;
The UMP45 resemblance also applies to the later-added &amp;quot;Garrote&amp;quot;, &amp;quot;Dream Dasher&amp;quot;, &amp;quot;Evil Manifest&amp;quot;, &amp;quot;Halcyon Days&amp;quot;, and &amp;quot;Bat Out Of Hell&amp;quot; blueprints.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. The charging handle now always stays forward in first person.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The &amp;quot;Chuckwalla&amp;quot; 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.]]&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War&amp;quot;. Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary &amp;quot;Silverstar&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gremlin&amp;quot; blueprint, Hadir's personal rifle, has a top rail and a flash hider similar to the civilian AUG A3 M1. The &amp;quot;Death Roll&amp;quot; blueprint also has the same features (it mounts an A3 SF-style scope by default).&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary &amp;quot;Leecher&amp;quot; blueprint features a different custom stock than the &amp;quot;Silverstar&amp;quot; above, but once again lacks the bolt release.]]&lt;br /&gt;
[[File:MW Leecher-issue.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]&lt;br /&gt;
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG (5).jpg|thumb|none|600px|The &amp;quot;Death Roll&amp;quot; AUG with the A3 M1 style components and a Magpul AFG2.]]&lt;br /&gt;
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] was added during Season 6, under the name &amp;quot;JAK-12&amp;quot;. It can be customized to use drum magazines or Frag-12 rounds.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified &amp;quot;JAK-12&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]&lt;br /&gt;
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]&lt;br /&gt;
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]&lt;br /&gt;
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]&lt;br /&gt;
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]&lt;br /&gt;
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]&lt;br /&gt;
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]&lt;br /&gt;
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the &amp;quot;Stealth Action&amp;quot; show here.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12-Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12-Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the &amp;quot;Fractured&amp;quot; blueprint of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
===Hybrid Underbarrel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551.]]&lt;br /&gt;
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
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 &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
An update in April 2020 added the ability to use Dragon's Breath ammunition.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[Image:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator &amp;quot;Domino&amp;quot; holds a shortened 870.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]&lt;br /&gt;
[[Image:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; 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.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; 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 twin magazine tube shotguns from previous ''Call of Duty'' games.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
*Barrel options consist of the &amp;quot;Spetsnaz Elite&amp;quot;, a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0&amp;quot; RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1&amp;quot; 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 &amp;quot;AK pistols&amp;quot;; and the “23&amp;quot; Romanian” barrel, which is identical to the “23.0&amp;quot; RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
*Stock options consist of the &amp;quot;Field LMG Stock&amp;quot;, a [[PKM]]-style stock; &amp;quot;Skeleton Stock&amp;quot;, an [[AKS-74]] folding stock; &amp;quot;No Stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter; &amp;quot;FSS Close Quarters Stock&amp;quot;, an M4-type telescoping stock mounted on a stock adapter; and &amp;quot;FORGE TAC Ultralight&amp;quot;, a lightweight stock inspired by Fortis LA stock.&lt;br /&gt;
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, when in reality they 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 &amp;quot;AK-12&amp;quot; mentioned below, although some soldiers are still shown using modified AK-47s.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be the &amp;quot;Flash Guard&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
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 &amp;quot;AK-47&amp;quot; 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 &amp;quot;Revolution&amp;quot; blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.&lt;br /&gt;
&lt;br /&gt;
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot;. It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the &amp;quot;Spetsnaz Elite&amp;quot; handguard, the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, and the AK-12's pistol grip (a component of the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer, described below). This version has different markings on the receiver compared to the &amp;quot;Revolution&amp;quot; variant.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;S-R-A&amp;quot; markings as opposed to the appropriate &amp;quot;S-A-R&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the &amp;quot;AK-12&amp;quot; found in the singleplayer - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the &amp;quot;Gilded Arm&amp;quot; was later added in Season 6.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
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 [[:File:WW2 AK-47 (1)-1-.jpg|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 &amp;quot;Revolution&amp;quot; blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 assembly), and is fitted with the same railed handguard, along with an &amp;quot;FSS Close Quarters Stock&amp;quot; attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the &amp;quot;Dusk Ripper&amp;quot; and the &amp;quot;War Saw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the &amp;quot;Operator Foregrip&amp;quot; (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.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called &amp;quot;RPK&amp;quot; (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23&amp;quot; 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 &amp;quot;Polymaggs&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 Resonant.jpg|thumb|none|600px|The &amp;quot;Resonant&amp;quot; blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s &amp;quot;Volk&amp;quot; AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot; 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FSS Close Quarters Stock&amp;quot; resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|When no muzzle attachment is selected, the “8.1&amp;quot; compact barrel” has a Krinkov muzzle. The &amp;quot;no stock&amp;quot; attachment on this compact carbine gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1&amp;quot; Compact Barrel” as well as the &amp;quot;Skeleton Stock&amp;quot;, creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, 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 (some of them with different stocks): &amp;quot;Upper Hand&amp;quot;, &amp;quot;Duly Devoted&amp;quot;, &amp;quot;Last Rites&amp;quot;, &amp;quot;Black Cat&amp;quot;, &amp;quot;Collateral&amp;quot;, and &amp;quot;Waliima&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain&amp;quot;. Because there are no attachments that modify the standard AK leaf sight in ''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).]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the stamped-receiver blueprints with the “8.1&amp;quot; Compact Barrel” and &amp;quot;Skeleton Stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].&lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 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 &amp;quot;bonus&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the &amp;quot;AN-94 Sonic Brake&amp;quot;. 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.&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]&lt;br /&gt;
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]&lt;br /&gt;
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]&lt;br /&gt;
[[File: MW AN-94 (3).jpg|thumb|none|600px|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 2015 - 2020 production AK-12/15 rear sight.]]&lt;br /&gt;
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]&lt;br /&gt;
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the &amp;quot;СДЕЛАНО В КАСТОВИИ&amp;quot; markings which is Russian for &amp;quot;Made in Kastovia&amp;quot; (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 &amp;quot;Kastovia&amp;quot; is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]&lt;br /&gt;
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]&lt;br /&gt;
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]&lt;br /&gt;
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]&lt;br /&gt;
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Season 6 as the &amp;quot;AS VAL&amp;quot;. Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.&lt;br /&gt;
&lt;br /&gt;
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]&lt;br /&gt;
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]&lt;br /&gt;
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]&lt;br /&gt;
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]&lt;br /&gt;
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]&lt;br /&gt;
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]&lt;br /&gt;
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]&lt;br /&gt;
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]&lt;br /&gt;
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]&lt;br /&gt;
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]&lt;br /&gt;
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
Equipping the &amp;quot;VLK Vintazh&amp;quot; stock turns the gun into a [[VSS Vintorez]], while the &amp;quot;VLK Strelok&amp;quot; stock approximates that of the modernized VSSM; while not mandatory, the &amp;quot;Dragunov Scope&amp;quot; and the &amp;quot;SPP 10-R Mags&amp;quot; help further this setup's resemblance to the real deal.&lt;br /&gt;
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]&lt;br /&gt;
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]&lt;br /&gt;
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the &amp;quot;VLK Strelok&amp;quot; stock, and the &amp;quot;VLK 200mm Osa&amp;quot; barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]&lt;br /&gt;
&lt;br /&gt;
===SR-3 Vikhr===&lt;br /&gt;
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the &amp;quot;Stovl SOF&amp;quot; barrel and the &amp;quot;Stovl 6P30 Skelet&amp;quot; stock or default stock, respectively. The name in these two attachments is a misspelling of &amp;quot;Stvol&amp;quot;, a fictional weapon manufacturer fully known as &amp;quot;Ствол Тактический&amp;quot; in-game, which translates to &amp;quot;barrel tactical&amp;quot;; &amp;quot;6P30&amp;quot; is the GRAU index designation of the AS Val.&lt;br /&gt;
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]&lt;br /&gt;
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]&lt;br /&gt;
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]&lt;br /&gt;
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]&lt;br /&gt;
[[File:MW Oden The Liar.jpg|thumb|none|600px|&amp;quot;The Liar&amp;quot; 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.]]&lt;br /&gt;
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the &amp;quot;Carbon Bear&amp;quot; blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The &amp;quot;Black Asp&amp;quot;, &amp;quot;Ground Splitter&amp;quot;, and &amp;quot;Krampus&amp;quot; blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small &amp;quot;20&amp;quot; round magazine (which is actually a 10 round magazine) can also be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
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, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous 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 on the right side of the weapon's handguard and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The &amp;quot;Burst&amp;quot; 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 some blueprints, such as the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|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 &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs. Nevertheless, some blueprint variants such as the &amp;quot;Thunderclap&amp;quot; and &amp;quot;Grail Quest&amp;quot; have the appropriate markings.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including &amp;quot;The Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the &amp;quot;Commando Foregrip&amp;quot;, which resembles a Magpul Angled Foregrip.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some visual features reminiscent of this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FSS 11.5&amp;quot; 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&amp;quot; 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.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''Call of Duty 4''.]]&lt;br /&gt;
[[File:MW Mk18 Carry Handle.jpg|thumb|none|600px|A carry handle equipped Mk 18 Mod 0 made from the &amp;quot;Jumping Spider&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock, as does the &amp;quot;Old Faithful&amp;quot; blueprint. &amp;quot;The Breakup&amp;quot;, &amp;quot;Jumping Spider&amp;quot; and &amp;quot;Grail Quest&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments. The &amp;quot;Kingly Splendor&amp;quot; blueprint features STANAG magazines.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the SureFire MAG5-based 50-round magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|An &amp;quot;OG&amp;quot; M16 in its default configuration.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 (characteristics more indicative of an airsoft gun), unlike the standard &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 &amp;quot;Zip Tie&amp;quot;), the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the “FSS 14.5&amp;quot; Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard “FSS 14.5&amp;quot; Tac Lite” handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; 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 typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; 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 &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the &amp;quot;totally not 6 position stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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.]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith with an EOTech HHS and vertical grip.]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker&amp;quot;.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
A FAMAS blueprint released in Season 4 and labeled &amp;quot;Fractured&amp;quot; includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the &amp;quot;Fractured&amp;quot;’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAMAS G1.jpg|thumb|none|600px|A yet-unreleased FAMAS G1 blueprint in an intro screen to the armory.]]&lt;br /&gt;
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the &amp;quot;Fractured&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the &amp;quot;Fractured&amp;quot; FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games. Initially, the weapon was depicted with &amp;quot;E-S&amp;quot; selector markings, similarly to 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 markings have been changed to &amp;quot;S-F&amp;quot; after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the &amp;quot;S-F&amp;quot; selector markings...]]&lt;br /&gt;
[[File:MW FAL (9).jpg|thumb|none|600px|...while the &amp;quot;Beefeater&amp;quot; variant still has a gold-embossed &amp;quot;E-S&amp;quot; inscription.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; 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.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|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 &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|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 &amp;quot;A-S&amp;quot; marks, there should be &amp;quot;S-R&amp;quot; markings, and the &amp;quot;A&amp;quot; should be in front of the selector switch (full-auto position). Another blueprint, the &amp;quot;Soul Reaper&amp;quot;, is depicted with &amp;quot;S-A&amp;quot; marks in front of the fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. &amp;quot;The Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Like the &amp;quot;M4A1&amp;quot;, the magazine release is animated.&amp;lt;br&amp;gt;&lt;br /&gt;
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* There are &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty. With the UBGL, the user smacks the bolt release, and some variants use a more forceful smack.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the &amp;quot;Traitor&amp;quot; will have misaligned bolt release paddles and will feature a visible gap if mated up with a &amp;quot;base&amp;quot; SCAR upper/lower receiver. ]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|The SCAR-SC build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The reciever is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the reciever, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the &amp;quot;Necrosis&amp;quot; model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in reciever designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired &amp;quot;Colonial Standard&amp;quot; G36C included in the &amp;quot;Earth Expeditionary Force&amp;quot; bundle, which also includes a Ripley-themed uniform for SAS character Charly. &amp;quot;Adios&amp;quot; is also from one of the film's M56 Smart Guns.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the &amp;quot;FSS Close Quarters Stock&amp;quot; was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the &amp;quot;Union Black&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the &amp;quot;Union Black&amp;quot; and &amp;quot;Berliner&amp;quot; give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE Hybrid==&lt;br /&gt;
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the &amp;quot;CR-56 AMAX&amp;quot;. By default, it is depicted with an 11.8&amp;quot; barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3&amp;quot; Intruder”, gives it a more appropriate 8.3&amp;quot; barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5&amp;quot; Galil ACE 31.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CR-56 EXO&amp;quot; attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the &amp;quot;XRK Zodiac S440&amp;quot; barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.&lt;br /&gt;
&lt;br /&gt;
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:ACE GAR51.jpg|thumb|none|450px|IWI Galil ACE GAR51SBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8&amp;quot; barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]&lt;br /&gt;
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]&lt;br /&gt;
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined &amp;quot;Hardhat&amp;quot; map from ''MW3.'']]&lt;br /&gt;
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE.]]&lt;br /&gt;
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine.]]&lt;br /&gt;
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]&lt;br /&gt;
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]&lt;br /&gt;
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]&lt;br /&gt;
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in &amp;quot;The Story So Far&amp;quot; trailer.]]&lt;br /&gt;
[[File:ACE GAR39.jpg|thumb|none|400px|IWI Galil ACE GAR39SBR - 7.62x39mm]]&lt;br /&gt;
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3&amp;quot; Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]&lt;br /&gt;
[[File:MW ACE The Divide.jpg|thumb|none|600px|&amp;quot;The Divide&amp;quot; Galil ACE with the GAR39SBR-like barrel and forend.]]&lt;br /&gt;
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW ACE (7).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]&lt;br /&gt;
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the &amp;quot;Eclipse&amp;quot; barrel and other attachments.]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FSS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FSS Raider Chassis Elite&amp;quot;.]]&lt;br /&gt;
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FSS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel, which is slightly shorter than an actual VIRTUS Patrol.]]&lt;br /&gt;
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX Patrol.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The &amp;quot;Envenom&amp;quot; and &amp;quot;Mother Lode&amp;quot; blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[Imbel IA2]]-style stocks.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have &amp;quot;22LR&amp;quot; written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the &amp;quot;.223 Rem.&amp;quot; marking on the side of the upper receiver, which was changed to &amp;quot;5.56 NATO&amp;quot; sometime in 2020.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
[[File:IMBEL IA2.jpg‎|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]&lt;br /&gt;
[[File:MW Mother Lode.jpg|thumb|none|600px|The &amp;quot;Mother Lode&amp;quot; variant. Note the flip up sights, and the “FSS 11.8&amp;quot; Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]&lt;br /&gt;
[[File:MW Envenom.jpg|thumb|none|600px|The &amp;quot;Envenom&amp;quot; blueprint, with an alternate default forend.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “Tempus 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FSS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66 SKS==&lt;br /&gt;
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture. The &amp;quot;FTAC Landmark&amp;quot; and “22&amp;quot; FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.&lt;br /&gt;
&lt;br /&gt;
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]&lt;br /&gt;
[[File:MW SKS (12).jpg|thumb|none|600px|The &amp;quot;FTAC Hunter-Scout&amp;quot; stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The &amp;quot;Bay of Pigs&amp;quot; variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]&lt;br /&gt;
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]&lt;br /&gt;
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the &amp;quot;Corpse Maker&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett XM109==&lt;br /&gt;
The [[Barrett XM109]] was added during Season 4 as the &amp;quot;Rytec AMR&amp;quot;. It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case &amp;quot;Model 94A2&amp;quot;. While &amp;quot;M94A2&amp;quot; is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus &amp;quot;A2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or &amp;quot;thermite&amp;quot; form. It can also be fitted with an earlier-style muzzle brake via the &amp;quot;XRK Tank Brake&amp;quot; attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer &amp;quot;FTAC Seven Straight&amp;quot; barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).&lt;br /&gt;
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]&lt;br /&gt;
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]&lt;br /&gt;
[[File:MW2019 XM109.jpg|thumb|none|600px|The base &amp;quot;Rytec AMR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the &amp;quot;Scrapyard&amp;quot; map recreated from ''MW2''.]]&lt;br /&gt;
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]&lt;br /&gt;
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]&lt;br /&gt;
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]&lt;br /&gt;
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the &amp;quot;Rytec&amp;quot; advertisers probably didn't have in mind.]]&lt;br /&gt;
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]&lt;br /&gt;
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]&lt;br /&gt;
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style &amp;quot;XRK Mastodon&amp;quot; stock, bipod, and the &amp;quot;XRK Tank Brake&amp;quot; and &amp;quot;FTAC Seven Straight&amp;quot; modifications.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. The magwell and a few parts of the receiver appear to be similar to the Victrix Corvus, and the pistol grip is inspired by the Stark Equipment grips. The KeyMod handguard is loosely inspired by the Sureshot Armament Group SVD Chassis, and its lower part is reminiscent of a [[PGM Mini-Hecate]]'s handguard. The weapon is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series&lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart uses 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The &amp;quot;HDR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in-game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian &amp;quot;ВЛК&amp;quot; (VLK) markings on the receiver. Conversely, &amp;quot;First Signal Solutions LLC&amp;quot; is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
[[File:MW HDR Gunsmith.jpg|thumb|none|600px|A Gunsmith preview of &amp;quot;Hadir's Right Hand&amp;quot;. The &amp;quot;FTAC Champion&amp;quot; stock appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]&lt;br /&gt;
[[File:MW HDR (7).jpg|thumb|none|600px|&amp;quot;Hadir's Right Hand&amp;quot; in multiplayer.]]&lt;br /&gt;
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] was added in Season 6 as the &amp;quot;SP-R 208&amp;quot;, under the marksman rifles class. It is fitted with a trigger guard &amp;amp; paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default &amp;quot;SP-R 208&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]&lt;br /&gt;
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]&lt;br /&gt;
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]&lt;br /&gt;
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]&lt;br /&gt;
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]&lt;br /&gt;
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]&lt;br /&gt;
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]&lt;br /&gt;
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis.]]&lt;br /&gt;
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis and with the &amp;quot;Sloan KR-800 DeadEye&amp;quot; bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]&lt;br /&gt;
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; stock chassis and the &amp;quot;Sloan KR-600 Feather&amp;quot; bolt.]]&lt;br /&gt;
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;FSS Virtuoso Pro&amp;quot; stock as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has &amp;quot;MADE IN BELARUS&amp;quot; written on it and is erroneously marked as a POSP in Cyrillic.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore&amp;quot;. The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]&lt;br /&gt;
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Minigun.]]&lt;br /&gt;
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] was added during Season 3 as the &amp;quot;Bruen Mk9&amp;quot; (this name is very similar to the &amp;quot;Bered Mk8&amp;quot; Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.&lt;br /&gt;
&lt;br /&gt;
A Minimi with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 M249.jpg|thumb|none|600px|The &amp;quot;Bruen Mk9&amp;quot; in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]&lt;br /&gt;
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]&lt;br /&gt;
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]&lt;br /&gt;
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]&lt;br /&gt;
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]&lt;br /&gt;
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]&lt;br /&gt;
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]&lt;br /&gt;
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]&lt;br /&gt;
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]&lt;br /&gt;
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]&lt;br /&gt;
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]&lt;br /&gt;
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]&lt;br /&gt;
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|Knight's Armament LAMG]] itself was added during Season 5, under the name &amp;quot;FiNN LMG&amp;quot;. As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.&lt;br /&gt;
&lt;br /&gt;
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the &amp;quot;XRK ChainSAW&amp;quot; attachment. The &amp;quot;XRK M309 Forward Assault&amp;quot; stock is also similar to the older KAC LMG's tubular stock.&lt;br /&gt;
&lt;br /&gt;
The barrel customizations each have a variation with the gas system set to adverse that increases the cyclic rate (indicated by an orange ziptie around the handguard) at the expense of losing accuracy; flames will emerge from the muzzle after sustained fire.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]&lt;br /&gt;
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]&lt;br /&gt;
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]&lt;br /&gt;
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]&lt;br /&gt;
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]&lt;br /&gt;
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]&lt;br /&gt;
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]&lt;br /&gt;
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The &amp;quot;FiNN&amp;quot; equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]&lt;br /&gt;
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]&lt;br /&gt;
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]&lt;br /&gt;
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The &amp;quot;Blowtorch&amp;quot; MG 34 which gives the machinegun a completely new modern chassis. &amp;quot;7.62 Mauser&amp;quot; is again inscribed above the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Usurper&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared and that the claw extractor is in the forward position.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]] was added to the game in 2021 as the &amp;quot;RAAL MG&amp;quot; (standing for &amp;quot;Reconnaissance Auxiliary Assault Lightweight Machine Gun&amp;quot;). It is usable in Survival mode and Warzone, and can be obtained in standard multiplayer from a weapon drop.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 - .338 Norma Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and &amp;quot;snapshot&amp;quot; (the latter via the &amp;quot;40mm Recon&amp;quot; attachment).&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot;, which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]&lt;br /&gt;
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
[[File:MW XM203 (1).jpg|thumb|none|600px|The &amp;quot;M203&amp;quot; affixed to a &amp;quot;Grau 5.56&amp;quot;.]]&lt;br /&gt;
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;, as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use &amp;quot;thermite&amp;quot; grenades in Special Ops when the Demolition class is selected.&lt;br /&gt;
&lt;br /&gt;
Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 &amp;quot;Behind Enemy Lines&amp;quot; challenge.]]&lt;br /&gt;
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]&lt;br /&gt;
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin; it also means &amp;quot;saw&amp;quot; in Russian) It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the &amp;quot;Precision Airstrike&amp;quot; background art - the in-game screen covers the GAU-8 a bit with the description text.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is affixed to the VTOL jumpjet in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[File:MW VTOL M197.jpg|thumb|none|600px|An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi &amp;quot;Flanker&amp;quot;-like splinter paint scheme. Also note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]&lt;br /&gt;
[[File:MW AV-8B.jpg|thumb|none|600px|A damaged Coalition VTOL jet with its M197 aimed downwards. Note the low quality model of the cannon shows it only with two barrels. Note also that the vectored thrust nozzles are pointed towards the aft, despite hovering in place.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A stylized Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor &amp;quot;eyes&amp;quot; seen below the cockpit, and a short pair of canards are also present just below them.]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apache Longbow helicopters that appear in &amp;quot;Proxy War&amp;quot; and in multiplayer as the classic &amp;quot;Chopper Gunner&amp;quot; killstreak have usable [[M230 Chain Gun]] autocannons. Apaches also appear in the &amp;quot;Hunting Party&amp;quot; mission.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]&lt;br /&gt;
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the &amp;quot;That Should Do&amp;quot; quote. Note the scoped AR seen on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
Either a [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW MG 42.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]&lt;br /&gt;
[[File:MW Taser.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The playercard &amp;quot;Big Iron&amp;quot; shows a cowboy gunslinger with a [[Remington 1875]].&lt;br /&gt;
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]&lt;br /&gt;
[[File:MW Big Iron.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske-style rifle==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1341734</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1341734"/>
		<updated>2020-04-25T20:35:01Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: Never mind, found more instances of the fictional Imperatorium brand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety somewhat similar to that of the [[Taurus PT92]], and the first model in the [[Beretta 92]] series. The right side of the slide is marked &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation and the left side states &amp;quot;MADE IN CALIFORNIA&amp;quot; and &amp;quot;SILVERFIELD USA CORP.&amp;quot; The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Renetti&amp;quot; can be turned into a pseudo-[[Beretta 93R]]: the &amp;quot;Mk3 Burst Mod&amp;quot; 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 &amp;quot;FTAC SATUS CS-3&amp;quot; or &amp;quot;CS-X&amp;quot; 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.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Taurus pt99blued.jpg|thumb|none|350px|Taurus PT99AF (current production model with rails) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; 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.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17.]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; blueprint for the &amp;quot;Renetti,&amp;quot; which seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the [[Resident Evil]] series, specifically Albert Wesker's two-tone Samurai Edge.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]&lt;br /&gt;
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style &amp;quot;Renetti&amp;quot; equipped with an additional &amp;quot;Desperado Pro Compensator&amp;quot;, &amp;quot;Lightweight Trigger&amp;quot;, 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 fire ''within'' each burst.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay, thus actually making it closer to a Glock 41.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The Howler&amp;quot;===&lt;br /&gt;
&amp;quot;The Howler&amp;quot; (a PS4 exclusive) and the &amp;quot;Impossible Task&amp;quot; blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]], and the latter looking like that of a [[Smith &amp;amp; Wesson M&amp;amp;P]].&lt;br /&gt;
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 45acp.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the &amp;quot;Impossible Task&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; 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 &amp;quot;Quick Hit&amp;quot; and &amp;quot;Cherry Blossom&amp;quot;, and the same type of frame is used on the &amp;quot;Pegasus&amp;quot;, &amp;quot;Gemcutter&amp;quot;, &amp;quot;Greenback&amp;quot;, and &amp;quot;Peace and Tranquility&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. It is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|In a series first, the game actually shows the slide stop on the 1911 engaging the slide on empty reloads.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Corax&amp;quot;, &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot; blueprints also have this resemblance, and the &amp;quot;Obsidian Carat&amp;quot; has an identical frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:MW STI Tactical.jpg|thumb|none|600px|The &amp;quot;Blue Dwarf&amp;quot; STI-style 1911.]]&lt;br /&gt;
[[File:MW STI Tactical (1).jpg|thumb|none|600px|Reloading a &amp;quot;Javelina&amp;quot; found in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. 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 &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, 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 &amp;quot;Hometown&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Golem.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, four spent casings will end up on the ground in-world if one looks down, regardless.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; 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.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, 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 &amp;quot;Point Blank&amp;quot; variant lacks a scope mount by default.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War&amp;quot;. Note that the triangular part on the lower receiver is modeled on the opposite side compared to a real SEF lower.]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|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.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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 resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot;.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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 what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload. The standard magazines appropriately hold 25 rounds.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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 Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occured when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
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.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War&amp;quot;. Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary &amp;quot;Silverstar&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gremlin&amp;quot; blueprint, Hadir's personal rifle, has a top rail similar to that of an [[Steyr AUG A2|AUG A2]], as well as an A1/A2 flash hider.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary &amp;quot;Leecher&amp;quot; blueprint features a different custom stock than the &amp;quot;Silverstar&amp;quot; above, but once again lacks the bolt release.]]&lt;br /&gt;
[[File:MW Leecher-issue.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551.]]&lt;br /&gt;
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as the &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, 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.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington.]]&lt;br /&gt;
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|400px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. 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.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where 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 &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called &amp;quot;RPK&amp;quot; (with darker wood furniture), although it retains the standard AK-47 receiver and gas block/tube.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian &amp;quot;Polymaggs&amp;quot; 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint, though it has a different muzzle device.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). 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 equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;S-P-A&amp;quot; selector markings, which are a mix of different AK variants: S and A are used on Romanian AKs (for the safe and full-auto position respectively), and P is for the semi-auto position of Polish AKs. The in-game depiction has the A and P markings reversed.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found 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 peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 &amp;quot;FFS Close Quarters&amp;quot; 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 &amp;quot;Black Bear&amp;quot;, &amp;quot;Sand Sweeper&amp;quot; and &amp;quot;Dusk Ripper&amp;quot; blueprints added post-release, the latter also having an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the &amp;quot;Operator Foregrip&amp;quot; (modelled on 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.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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 previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K. Note that the carbine handguard appears to be custom made as it combines elements from regular and AKS-74U handguards and generally resembles custom built &amp;quot;AK pistols&amp;quot;.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight (similar to the [[Metro]] games). This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition. It is also seen on the &amp;quot;Duly Devoted&amp;quot; and &amp;quot;Upper Hand&amp;quot; blueprint by default (the latter with no stock).&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain&amp;quot;.]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An accurately modeled 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.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
[[File:MW Oden The Liar.jpg|thumb|none|600px|&amp;quot;The Liar&amp;quot; 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.]]&lt;br /&gt;
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the &amp;quot;Carbon Bear&amp;quot; blueprint, which gives it a forward somewhat similar to the integrally-suppressed Desert Tech MDR. The &amp;quot;Black Asp&amp;quot;, &amp;quot;Ground Splitter&amp;quot;, and &amp;quot;Krampus&amp;quot; blueprints also use the alternate chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The &amp;quot;Burst&amp;quot; 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 &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt_m4_commando_03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|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 &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs. Some blueprints such as &amp;quot;The Breakup&amp;quot; have correct selector markings.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. At full size, the semi-auto marking is missing from the left side of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the &amp;quot;Commando Foregrip&amp;quot;, which resembles a Magpul Angled Foregrip.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; 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&amp;quot; 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.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock. &amp;quot;The Breakup&amp;quot; and &amp;quot;Jumping Spider&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments. The &amp;quot;Kingly Splendor&amp;quot; blueprint features STANAG magazines.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-round magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|An unmolested &amp;quot;OG&amp;quot; M16.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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 bolt release paddle nest from 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 M4 or Noveske N4 style bolt release paddle nest. On this blueprint (and on some other ones like the &amp;quot;Zip Tie&amp;quot;), the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; 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 typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; 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 &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the &amp;quot;totally not 6 position stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
[[File:MW FAMAS G1.jpg|thumb|none|600px|A yet-unreleased FAMAS G1 blueprint in an intro screen to the armory.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS FÉLIN|FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith with an EOTech HHS and vertical grip.]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker&amp;quot;.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; 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.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver.]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|The SCAR-SC build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The reciever is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the reciever, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the &amp;quot;Necrosis&amp;quot; model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in reciever designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite&amp;quot;.]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, effectively converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard, effectively turning the gun into a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66 SKS==&lt;br /&gt;
The [[SKS rifle#Zastava M59/66|Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. The distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side.]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock  - 7.62x39mm]]&lt;br /&gt;
[[File:MW SKS (12).jpg|thumb|none|600px|The &amp;quot;FTAC Hunter-Scout&amp;quot; stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment - despite the side bracket mount, the RIS rail used by modern optics is still present.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that seems to be loosely inspired by the Victrix Corvus. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from the Victrix Armaments Minerva series, and a keymod handguard loosely inspired by the Sureshot Armament Group SVD Chassis. The pistol grip is inspired by Stark Equipment grips. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The &amp;quot;HDR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in-game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]&lt;br /&gt;
[[File:MW HDR (7).jpg|thumb|none|600px|&amp;quot;Hadir's Right Hand&amp;quot; in multiplayer.]]&lt;br /&gt;
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore&amp;quot;. The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]&lt;br /&gt;
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Minigun.]]&lt;br /&gt;
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modelling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] will be available later in the Season 3. An M249 with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The &amp;quot;Blowtorch&amp;quot; MG 34 which gives the machinegun a completely new modern chassis. &amp;quot;7.62 Mauser&amp;quot; is again inscribed above the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Usurper&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to), and in the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. The M4 is direct fire only in the released game.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]&lt;br /&gt;
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
[[File:MW XM203 (1).jpg|thumb|none|600px|The &amp;quot;M203&amp;quot; affixed to a &amp;quot;Grau 5.56&amp;quot;.]]&lt;br /&gt;
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades. Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1340453</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1340453"/>
		<updated>2020-04-22T07:01:19Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Optics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 PRO]] has been datamined in the PC files, misleadingly referred to as the &amp;quot;[[TDI Vector|Vector]]&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
== Optics ==&lt;br /&gt;
=== 1P29 Scope ===&lt;br /&gt;
The Russian 1P29 appears as the &amp;quot;VLK 3.0x Optic&amp;quot; and is depicted with a custom Weaver/Picatinny mount.&lt;br /&gt;
&lt;br /&gt;
=== BelOMO PK-AS-W ===&lt;br /&gt;
The BelOMO PK-AS-W collimator sight appears as the &amp;quot;APX5 Holographic Sight&amp;quot; and is depicted with a much more low-profile mount than in reality, as well as a much thinner adjustment dial. It also sits flush with the mount, unlike the real version that has a visible gap.&lt;br /&gt;
&lt;br /&gt;
=== EOTech EXPS2 ===&lt;br /&gt;
The EOTech EXPS2 appears as the &amp;quot;Corp Combat Holo Sight&amp;quot;. It features a noticeably taller lens, and is slightly longer overall. It lacks an adjustment screw and the differently-modeled QD throw lever is reversed.&lt;br /&gt;
&lt;br /&gt;
Given the lack of branding and the name, it is implied that the optic is produced directly by the US Military in the MW universe.&lt;br /&gt;
&lt;br /&gt;
=== EOTech HHS II ===&lt;br /&gt;
The EOTech HHS II appears as the &amp;quot;4.0x Flip Hybrid&amp;quot;. The EXPS2 used for the &amp;quot;Corp Combat Holo Sight&amp;quot; remains the same. The G33 magnifier is depicted as sitting closer to the EXPS2's lens instead of having its objective lens flush with the ring mount. The rubber-like sleeve is a drab green instead of black and has a much different profile. It lacks an adjustment knob on its side.&lt;br /&gt;
&lt;br /&gt;
The G33 in this universe is produced by &amp;quot;Solozero Optics&amp;quot; while the side-flipping mount is produced by &amp;quot;First Signal Solutions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== HoloSun HS510C ===&lt;br /&gt;
The HoloSun HS510C appears as the &amp;quot;Operator Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
The Russian OKP-7 appears as the &amp;quot;Monocle Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Raytheon ELCAN Specter DR 1-4x ===&lt;br /&gt;
The Raytheon ELCAN Specter DR 1-4x appears as the &amp;quot;Scout Combat Optic&amp;quot;. It is depicted with with its BUIS bases and even the mounting plate for the micro red dot that pairs with it, but neither can be equipped. The description also reads that it features a 3.25x magnification, which is impossible on a real Specter DR.&lt;br /&gt;
&lt;br /&gt;
Given the lack of branding, in universe, the Specter DR may be manufactured directly by a nation's military, likely the US.&lt;br /&gt;
&lt;br /&gt;
=== Trijicon MGRS ===&lt;br /&gt;
The Trijicon Machine Gun Reflex Sight appears mounted on the M2HB as part of the &amp;quot;Shield Turret&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== KAC Forward Pistol Grip ===&lt;br /&gt;
The KAC Forward Pistol Grip appears as the &amp;quot;Merc Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Magpul AFG-2 ===&lt;br /&gt;
The Magpul AFG-2 appears as the &amp;quot;Commando Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Magpul Rail Vertical Grip ===&lt;br /&gt;
The &amp;quot;Ranger Foregrip&amp;quot; takes the appearance of a Magpul Rail Vertical Grip on weapons such as the MP7, SMG-45, and M14.&lt;br /&gt;
&lt;br /&gt;
=== Striker Industries Cobra Tactical Fore Grip ===&lt;br /&gt;
A slightly modified version of the SI Cobra Tactical grip appears simply as the &amp;quot;Tactical Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== TangoDown Vertical Fore Grip QD ===&lt;br /&gt;
The TangoDown Vertical Fore Grip QD appears as the &amp;quot;Operator Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Lasers ==&lt;br /&gt;
=== Tac Laser ===&lt;br /&gt;
The &amp;quot;Tac Laser&amp;quot; is based on the PEQ-15.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
::To be fair, that's pretty much the only way to do it on the shorter-barreled variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:19, 17 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lacks a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. Yikes to that ambi charging handle too, but at least it's got a brass deflector, right? --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;br /&gt;
:I caught that pretty early on, although I'm still trying to figure out why Hadir's AUG went from 5.56 to 9mm, I guess from a patch?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:52, 20 April 2020 (EDT)&lt;br /&gt;
::I would bet it's a bug, with the &amp;quot;attachment&amp;quot; getting removed. I'll see if I can ask [https://old.reddit.com/user/artpeasant/ the art guy] next time he's poking his head around reddit, he's pretty active there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CoD Tracker unlockables database==&lt;br /&gt;
The CoD Tracker site has just recently put up a database of all the operator skins, weapon blueprints, calling cards, and all that stuff that's in the game; [https://cod.tracker.gg/warzone/db/weapons the list of weapon blueprints could prove handy around here.] These are pulled from the files, though it's not datamining in the same sense we're used to with games, with bits of code or whatever referencing leftovers/unfinished stuff; this is all the items that are fully finished and implemented into the game, but including those that haven't been &amp;quot;switched on&amp;quot; or been given a bundle or other way of unlocking them yet. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:12, 17 April 2020 (EDT)&lt;br /&gt;
:Some of the weapon images are apparently pre-release models. For example, the HK433 has the markings of the Beta version, and the &amp;quot;Renetti&amp;quot; has a grip identical to that of a real Beretta M9A3 (unlike the final model, which was altered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:42, 17 April 2020 (EDT)&lt;br /&gt;
::I've seen the tracker site, nice to be able to have something of a loot master list. About the beta stuff, I've noticed that the MG5 &amp;quot;Dusk&amp;quot; has the proper &amp;quot;Kal.&amp;quot; marking on its receiver. Not sure if it's intentional or they forgot to change it, since I'm pretty sure the fictional Mack8 Armory is US-based. --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 19:29, 17 April 2020 (EDT)&lt;br /&gt;
:::The &amp;quot;Monochromatic&amp;quot; Desert Eagle also still says &amp;quot;.50AE&amp;quot; on the barrel, instead of just &amp;quot;.50&amp;quot;. On that note, it's especially odd they dropped all references to &amp;quot;AE&amp;quot; from the Desert Eagle, but then added a .41AE conversion for the Uzi, named exactly that. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:29, 18 April 2020 (EDT)&lt;br /&gt;
::::Trying to make sense of these changes is an exercise in futility.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:12, 18 April 2020 (EDT)&lt;br /&gt;
:::::Yeah, it is. It's almost as futile as trying to find all the branding inconsistencies with blueprints. I would know since that's something I've been doing in my lock-down boredom.--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 13:07, 19 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Real world attachments section addition?==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if its worth adding a section for real world attachments that appear across multiple weapon systems in game. The &amp;quot;Commando Foregrip&amp;quot; is obviously a magpul angled foregrip. There is a full size and stubby version of the TangoDown vertical foregrip. There is an EOTech-like optic, I think an Aimpont one and one that looked like an Elcan Specter. There are buttstocks that resemble BCM/Crane and Magpul.&lt;br /&gt;
&lt;br /&gt;
Anyways, just food for thought. The developers did really good using a lot of real world accessories. Someone let me know if this is worth having its own section. --[[User:TheFlyingDutchman|TheFlyingDutchman]] ([[User talk:TheFlyingDutchman|talk]]) 05:10, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Usually I'm the guy with the IRL attachments info. I was always in favor of adding some kind of a section for the attachments. However, given the sheer amount of attachments in this game and the fact that the main page is already getting too big I think the best way to do it would be to add the attachments section in the discussion tab similar to how we've done with the &amp;quot;miscellaneous&amp;quot; and melee weapons sections in other CoD articles. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::ArmA 3's talk page has a section on attachments, like Nanomat's suggestion.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:50, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I would love to see a section on attachments. It's only the most &amp;quot;common&amp;quot; stuff I can recognize myself (EOTech of some model, Elcan Speter, PBS-1/PBS-4 suppressors, etc), but most of it I have no idea, and there's no easy way to find all of it if you don't already know them or know what you're looking for. Specific IDs (if possible) for more &amp;quot;generic&amp;quot;/same-y stuff like sniper rifle scopes or suppressors is always cool to have. I've been wondering, what's the PBX Holo 7 optic based on? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
::::I think it's supposed to be the Hartmann MH1, which is also in Breakpoint.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 20 April 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1340363</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1340363"/>
		<updated>2020-04-22T06:07:06Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Foregrips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 PRO]] has been datamined in the PC files, misleadingly referred to as the &amp;quot;[[TDI Vector|Vector]]&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
== Optics ==&lt;br /&gt;
=== PK-AS ===&lt;br /&gt;
The Russian PK-AS reflex sight is featured as &amp;quot;APX5 Holographic Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== 1p29 scope ===&lt;br /&gt;
The Russian 1p29 scope is featured as &amp;quot;VLK 3.0x Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
The Russian OKP-7 red dot sight is featured as &amp;quot;Monocle Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Raytheon ELCAN Specter DR 1-4X ===&lt;br /&gt;
The Raytheon ELCAN Specter DR 1-4X is featured as &amp;quot;Scout Combat Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Trijicon MGRS ===&lt;br /&gt;
The Trijicon Machine Gun Reflex Sight is featured on a usable turret.&lt;br /&gt;
&lt;br /&gt;
=== HoloSun 510C ===&lt;br /&gt;
The HoloSun 510C is featured as the Operator Reflex Sight.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== KAC Forward Pistol Grip ===&lt;br /&gt;
The KAC Forward Pistol Grip appears as the &amp;quot;Merc Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Magpul AFG-2 ===&lt;br /&gt;
The Magpul AFG-2 appears as the &amp;quot;Commando Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Magpul Rail Vertical Grip ===&lt;br /&gt;
The &amp;quot;Ranger Foregrip&amp;quot; takes the appearance of a Magpul Rail Vertical Grip on weapons such as the MP7, SMG-45, and M14.&lt;br /&gt;
&lt;br /&gt;
=== Striker Industries Cobra Tactical Fore Grip ===&lt;br /&gt;
A slightly modified version of the SI Cobra Tactical grip appears simply as the &amp;quot;Tactical Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== TangoDown Vertical Fore Grip QD ===&lt;br /&gt;
The TangoDown Vertical Fore Grip QD appears as the &amp;quot;Operator Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Lasers ==&lt;br /&gt;
=== Tac Laser ===&lt;br /&gt;
The &amp;quot;Tac Laser&amp;quot; is based on the PEQ-15.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
::To be fair, that's pretty much the only way to do it on the shorter-barreled variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:19, 17 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lacks a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. Yikes to that ambi charging handle too, but at least it's got a brass deflector, right? --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;br /&gt;
:I caught that pretty early on, although I'm still trying to figure out why Hadir's AUG went from 5.56 to 9mm, I guess from a patch?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:52, 20 April 2020 (EDT)&lt;br /&gt;
::I would bet it's a bug, with the &amp;quot;attachment&amp;quot; getting removed. I'll see if I can ask [https://old.reddit.com/user/artpeasant/ the art guy] next time he's poking his head around reddit, he's pretty active there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CoD Tracker unlockables database==&lt;br /&gt;
The CoD Tracker site has just recently put up a database of all the operator skins, weapon blueprints, calling cards, and all that stuff that's in the game; [https://cod.tracker.gg/warzone/db/weapons the list of weapon blueprints could prove handy around here.] These are pulled from the files, though it's not datamining in the same sense we're used to with games, with bits of code or whatever referencing leftovers/unfinished stuff; this is all the items that are fully finished and implemented into the game, but including those that haven't been &amp;quot;switched on&amp;quot; or been given a bundle or other way of unlocking them yet. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:12, 17 April 2020 (EDT)&lt;br /&gt;
:Some of the weapon images are apparently pre-release models. For example, the HK433 has the markings of the Beta version, and the &amp;quot;Renetti&amp;quot; has a grip identical to that of a real Beretta M9A3 (unlike the final model, which was altered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:42, 17 April 2020 (EDT)&lt;br /&gt;
::I've seen the tracker site, nice to be able to have something of a loot master list. About the beta stuff, I've noticed that the MG5 &amp;quot;Dusk&amp;quot; has the proper &amp;quot;Kal.&amp;quot; marking on its receiver. Not sure if it's intentional or they forgot to change it, since I'm pretty sure the fictional Mack8 Armory is US-based. --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 19:29, 17 April 2020 (EDT)&lt;br /&gt;
:::The &amp;quot;Monochromatic&amp;quot; Desert Eagle also still says &amp;quot;.50AE&amp;quot; on the barrel, instead of just &amp;quot;.50&amp;quot;. On that note, it's especially odd they dropped all references to &amp;quot;AE&amp;quot; from the Desert Eagle, but then added a .41AE conversion for the Uzi, named exactly that. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:29, 18 April 2020 (EDT)&lt;br /&gt;
::::Trying to make sense of these changes is an exercise in futility.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:12, 18 April 2020 (EDT)&lt;br /&gt;
:::::Yeah, it is. It's almost as futile as trying to find all the branding inconsistencies with blueprints. I would know since that's something I've been doing in my lock-down boredom.--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 13:07, 19 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Real world attachments section addition?==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if its worth adding a section for real world attachments that appear across multiple weapon systems in game. The &amp;quot;Commando Foregrip&amp;quot; is obviously a magpul angled foregrip. There is a full size and stubby version of the TangoDown vertical foregrip. There is an EOTech-like optic, I think an Aimpont one and one that looked like an Elcan Specter. There are buttstocks that resemble BCM/Crane and Magpul.&lt;br /&gt;
&lt;br /&gt;
Anyways, just food for thought. The developers did really good using a lot of real world accessories. Someone let me know if this is worth having its own section. --[[User:TheFlyingDutchman|TheFlyingDutchman]] ([[User talk:TheFlyingDutchman|talk]]) 05:10, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Usually I'm the guy with the IRL attachments info. I was always in favor of adding some kind of a section for the attachments. However, given the sheer amount of attachments in this game and the fact that the main page is already getting too big I think the best way to do it would be to add the attachments section in the discussion tab similar to how we've done with the &amp;quot;miscellaneous&amp;quot; and melee weapons sections in other CoD articles. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::ArmA 3's talk page has a section on attachments, like Nanomat's suggestion.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:50, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I would love to see a section on attachments. It's only the most &amp;quot;common&amp;quot; stuff I can recognize myself (EOTech of some model, Elcan Speter, PBS-1/PBS-4 suppressors, etc), but most of it I have no idea, and there's no easy way to find all of it if you don't already know them or know what you're looking for. Specific IDs (if possible) for more &amp;quot;generic&amp;quot;/same-y stuff like sniper rifle scopes or suppressors is always cool to have. I've been wondering, what's the PBX Holo 7 optic based on? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
::::I think it's supposed to be the Hartmann MH1, which is also in Breakpoint.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 20 April 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1339714</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1339714"/>
		<updated>2020-04-19T17:07:29Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* CoD Tracker unlockables database */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 PRO]] has been datamined in the PC files, misleadingly referred to as the &amp;quot;[[TDI Vector|Vector]]&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
::To be fair, that's pretty much the only way to do it on the shorter-barreled variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:19, 17 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lacks a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. Yikes to that ambi charging handle too, but at least it's got a brass deflector, right? --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CoD Tracker unlockables database==&lt;br /&gt;
The CoD Tracker site has just recently put up a database of all the operator skins, weapon blueprints, calling cards, and all that stuff that's in the game; [https://cod.tracker.gg/warzone/db/weapons the list of weapon blueprints could prove handy around here.] These are pulled from the files, though it's not datamining in the same sense we're used to with games, with bits of code or whatever referencing leftovers/unfinished stuff; this is all the items that are fully finished and implemented into the game, but including those that haven't been &amp;quot;switched on&amp;quot; or been given a bundle or other way of unlocking them yet. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:12, 17 April 2020 (EDT)&lt;br /&gt;
:Some of the weapon images are apparently pre-release models. For example, the HK433 has the markings of the Beta version, and the &amp;quot;Renetti&amp;quot; has a grip identical to that of a real Beretta M9A3 (unlike the final model, which was altered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:42, 17 April 2020 (EDT)&lt;br /&gt;
::I've seen the tracker site, nice to be able to have something of a loot master list. About the beta stuff, I've noticed that the MG5 &amp;quot;Dusk&amp;quot; has the proper &amp;quot;Kal.&amp;quot; marking on its receiver. Not sure if it's intentional or they forgot to change it, since I'm pretty sure the fictional Mack8 Armory is US-based. --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 19:29, 17 April 2020 (EDT)&lt;br /&gt;
:::The &amp;quot;Monochromatic&amp;quot; Desert Eagle also still says &amp;quot;.50AE&amp;quot; on the barrel, instead of just &amp;quot;.50&amp;quot;. On that note, it's especially odd they dropped all references to &amp;quot;AE&amp;quot; from the Desert Eagle, but then added a .41AE conversion for the Uzi, named exactly that. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:29, 18 April 2020 (EDT)&lt;br /&gt;
::::Trying to make sense of these changes is an exercise in futility.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:12, 18 April 2020 (EDT)&lt;br /&gt;
:::::Yeah, it is. It's almost as futile as trying to find all the branding inconsistencies with blueprints. I would know since that's something I've been doing in my lock-down boredom.--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 13:07, 19 April 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1339167</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1339167"/>
		<updated>2020-04-17T23:29:48Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* CoD Tracker unlockables database */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 PRO]] has been datamined in the PC files, misleadingly referred to as the &amp;quot;[[TDI Vector|Vector]]&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
::To be fair, that's pretty much the only way to do it on the shorter-barreled variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:19, 17 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lacks a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. Yikes to that ambi charging handle too, but at least it's got a brass deflector, right? --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CoD Tracker unlockables database==&lt;br /&gt;
The CoD Tracker site has just recently put up a database of all the operator skins, weapon blueprints, calling cards, and all that stuff that's in the game; [https://cod.tracker.gg/warzone/db/weapons the list of weapon blueprints could prove handy around here.] These are pulled from the files, though it's not datamining in the same sense we're used to with games, with bits of code or whatever referencing leftovers/unfinished stuff; this is all the items that are fully finished and implemented into the game, but including those that haven't been &amp;quot;switched on&amp;quot; or been given a bundle or other way of unlocking them yet. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:12, 17 April 2020 (EDT)&lt;br /&gt;
:Some of the weapon images are apparently pre-release models. For example, the HK433 has the markings of the Beta version, and the &amp;quot;Renetti&amp;quot; has a grip identical to that of a real Beretta M9A3 (unlike the final model, which was altered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:42, 17 April 2020 (EDT)&lt;br /&gt;
::I've seen the tracker site, nice to be able to have something of a loot master list. About the beta stuff, I've noticed that the MG5 &amp;quot;Dusk&amp;quot; has the proper &amp;quot;Kal.&amp;quot; marking on its receiver. Not sure if it's intentional or they forgot to change it, since I'm pretty sure the fictional Mack8 Armory is US-based. --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 19:29, 17 April 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338828</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338828"/>
		<updated>2020-04-16T20:44:21Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Highly-Modified L86 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 PRO]] has been datamined in the PC files, misleadingly referred to as the &amp;quot;[[TDI Vector|Vector]]&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lacks a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. Yikes to that ambi charging handle too, but at least it's got a brass deflector, right? --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338827</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338827"/>
		<updated>2020-04-16T20:42:12Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Highly-Modified L86 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 PRO]] has been datamined in the PC files, misleadingly referred to as the &amp;quot;[[TDI Vector|Vector]]&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lack a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338646</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338646"/>
		<updated>2020-04-16T00:04:00Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Highly-Modified L86 */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 PRO]] has been datamined in the PC files, misleadingly referred to as the &amp;quot;[[TDI Vector|Vector]]&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:MW_Abyss_Walker_1.jpg&amp;diff=1338645</id>
		<title>File:MW Abyss Walker 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:MW_Abyss_Walker_1.jpg&amp;diff=1338645"/>
		<updated>2020-04-15T23:49:31Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338299</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338299"/>
		<updated>2020-04-14T18:23:44Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: Added &amp;quot;R93R&amp;quot; screenshot, updated 93R subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety similar to that of the [[Taurus PT92]] series. The right side of the slide is marked &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation.&lt;br /&gt;
&lt;br /&gt;
The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
[[File:BerettaM9A3.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm]]&lt;br /&gt;
[[File:Taurus pt99blued.jpg|thumb|none|350px|Taurus PT99AF (current production model with rails) - 9x19mm]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; pistol inside a garage on Backlot.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines.]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Renetti can be turned into a psuedo-[[Beretta 93R]] by equipping the &amp;quot;Mk3 Burst Mod&amp;quot; slide and barrel and one of two stocks the, the &amp;quot;FTAC SATUS CS-3&amp;quot; or &amp;quot;CS-X&amp;quot;. The latter adds a vertical grip to the weapon, but denies the use of a laser sight on the frame rail.&lt;br /&gt;
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the &amp;quot;Renetti 93R&amp;quot; equipped with an additional &amp;quot;Desperado Pro Compensator&amp;quot;, &amp;quot;Lightweight Trigger&amp;quot; and 27-round magazines. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations.&lt;br /&gt;
The barrel remains the same length, but features three cuts on the top.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm, for comparison.]]&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; blueprint for the &amp;quot;Renetti,&amp;quot; which seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the [[Resident Evil]] series, specifically Albert Wesker's two-tone Samurai Edge.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The Howler&amp;quot;===&lt;br /&gt;
&amp;quot;The Howler&amp;quot; (a PS4 exclusive) and the &amp;quot;Impossible Task&amp;quot; blueprints have a modified slide and frame, with former resembling that of a [[Springfield Armory XDM]], and the latter looking like that of a [[Smith &amp;amp; Wesson M&amp;amp;P]].&lt;br /&gt;
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 45acp.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the &amp;quot;Impossible Task&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; 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 &amp;quot;Quick Hit&amp;quot; and &amp;quot;Cherry Blossom&amp;quot;, and the same type of frame is used for the &amp;quot;Gemcutter&amp;quot; and &amp;quot;Greenback&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. Is is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot; blueprints also have this resemblance, and the &amp;quot;Obsidian Carat&amp;quot; has an identical frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:MW STI Tactical.jpg|thumb|none|600px|The &amp;quot;Blue Dwarf&amp;quot; STI-style 1911.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. 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 &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, 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 &amp;quot;Hometown&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, four spent casings will end up on the ground in-world if one looks down, regardless.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; 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.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer. The &amp;quot;Point Blank&amp;quot; variant also lacks a scope mount by default.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical 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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|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.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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 resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot;.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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 what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload. The standard magazines appropriately hold 25 rounds.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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 Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occured when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
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.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War&amp;quot;. Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary &amp;quot;Silverstar&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary &amp;quot;Leecher&amp;quot; blueprint features a different custom stock than the &amp;quot;Silverstar&amp;quot; above, but once again lacks the bolt release.]]&lt;br /&gt;
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as the &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, 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.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|400px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. 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.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where 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 &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian &amp;quot;Polymaggs&amp;quot; 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). 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 equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, 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.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found 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 peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 &amp;quot;FFS Close Quarters&amp;quot; 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 &amp;quot;Black Bear&amp;quot;, &amp;quot;Sand Sweeper&amp;quot; and &amp;quot;Dusk Ripper&amp;quot; blueprints added post-release, the latter also having an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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 previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K. Note that the carbine handguard appears to be custom made as it combines elements from regular and AKS-74U handguards and generally resembles custom built &amp;quot;AK pistols&amp;quot;.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight (similar to the [[Metro]] games). This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition. It is also seen on the &amp;quot;Duly Devoted&amp;quot; and &amp;quot;Upper Hand&amp;quot; blueprint by default (the latter with no stock).&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain&amp;quot;.]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An accurately modeled 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.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch 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 windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|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 &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. At full size, the semi-auto marking is missing from the left side of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; 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&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock. &amp;quot;The Breakup&amp;quot; and &amp;quot;Jumping Spider&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-round magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|An unmolested &amp;quot;OG&amp;quot; M16.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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 bolt release paddle nest from 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 M4 or Noveske N4 style bolt release paddle nest. On this blueprint, the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; 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. S.I.R. RAS. 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.&lt;br /&gt;
&lt;br /&gt;
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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; 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 typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; 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 &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the &amp;quot;totally not 6 position stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS FÉLIN|FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith with an EOTech HHS and vertical grip. Upon close inspection, the shield logo reads &amp;quot;Imperatorium Weapon Systems&amp;quot;, a fictional brand that is possibly unique to the Code Breaker variant.]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker&amp;quot;.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; 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.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver.]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|The SCAR-SC build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
Like nearly all guns in the game, the G36 has a &amp;quot;main&amp;quot; model and an &amp;quot;alternate&amp;quot; model across various blueprints (like the Navy vs SEF MP5s, or milled vs stamped AKs for realistic/grounded examples, or the SVD and L86 with their extremely stylized alternate model), and its alternate model is available as the &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments. The alternate model most notably features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different stylistic take on the receiver. The reciever is about the same level of stylized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more stylized (lower half of the reciever, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the alternate/&amp;quot;Necrosis&amp;quot; model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in reciever designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite&amp;quot;.]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, effectively converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard, effectively turning the gun into a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66==&lt;br /&gt;
The [[SKS rifle#Zastava M59/66|Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. The distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side.]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment - despite the side bracket mount, the RIS rail used by modern optics is still present.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle seemingly inspired by the Victrix Corvus. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. The pistol grip is inspired by Stark Equipment grips. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The &amp;quot;HDR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore&amp;quot;. The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]&lt;br /&gt;
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Minigun.]]&lt;br /&gt;
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modelling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] will be available later in the Season 3. An M249 with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Usurper&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to), and in the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. The M4 is direct fire only in the released game.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party&amp;quot;.]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades. Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:MW_Renetti_93R_1.jpg&amp;diff=1338297</id>
		<title>File:MW Renetti 93R 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:MW_Renetti_93R_1.jpg&amp;diff=1338297"/>
		<updated>2020-04-14T17:44:47Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338282</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1338282"/>
		<updated>2020-04-14T16:32:16Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Steyr AUG A3 9mm XS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety similar to that of the [[Taurus PT92]] series. The right side of the slide is marked &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation.&lt;br /&gt;
&lt;br /&gt;
The weapon can be fitted with some attachments that give it similar features to the [[Beretta 93R]]. The &amp;quot;Mk3 Burst Mod&amp;quot; changes the fire mode to 3-round burst, as well as adding a ported barrel; this attachment also removes the front slide serrations, and adds a rear fire selector somewhat reminiscent of the [[Glock 18]], though the pistol can't actually be switched to semi in gameplay. The &amp;quot;FTAC SATUS CS-3&amp;quot; attachment adds a Beretta 93R-like shoulder stock, and the &amp;quot;FTAC SATUS CS-X&amp;quot; gives it a folding front grip &amp;amp; should stock combination.&lt;br /&gt;
&lt;br /&gt;
The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
[[File:BerettaM9A3.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm]]&lt;br /&gt;
[[File:Taurus pt99blued.jpg|thumb|none|350px|Taurus PT99AF (current production model with rails) - 9x19mm]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; pistol inside a garage on Backlot.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines.]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm, for comparison.]]&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; blueprint for the &amp;quot;Renetti,&amp;quot; which seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the [[Resident Evil]] series, specifically Albert Wesker's two-tone Samurai Edge.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The Howler&amp;quot;===&lt;br /&gt;
&amp;quot;The Howler&amp;quot; (a PS4 exclusive) and the &amp;quot;Impossible Task&amp;quot; blueprints have a modified slide and frame, with former resembling that of a [[Springfield Armory XDM]], and the latter looking like that of a [[Smith &amp;amp; Wesson M&amp;amp;P]].&lt;br /&gt;
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 45acp.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the &amp;quot;Impossible Task&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; 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 &amp;quot;Quick Hit&amp;quot; and &amp;quot;Cherry Blossom&amp;quot;, and the same type of frame is used for the &amp;quot;Gemcutter&amp;quot; and &amp;quot;Greenback&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. Is is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot; blueprints also have this resemblance, and the &amp;quot;Obsidian Carat&amp;quot; has an identical frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:MW STI Tactical.jpg|thumb|none|600px|The &amp;quot;Blue Dwarf&amp;quot; STI-style 1911.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. 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 &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, 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 &amp;quot;Hometown&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, four spent casings will end up on the ground in-world if one looks down, regardless.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; 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.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer. The &amp;quot;Point Blank&amp;quot; variant also lacks a scope mount by default.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical 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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|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.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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 resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot;.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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 what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload. The standard magazines appropriately hold 25 rounds.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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 Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occured when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
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.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War&amp;quot;. Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary &amp;quot;Silverstar&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary &amp;quot;Leecher&amp;quot; blueprint features a different custom stock than the &amp;quot;Silverstar&amp;quot; above, but once again lacks the bolt release.]]&lt;br /&gt;
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as the &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, 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.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|400px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. 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.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where 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 &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian &amp;quot;Polymaggs&amp;quot; 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). 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 equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, 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.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found 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 peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 &amp;quot;FFS Close Quarters&amp;quot; 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 &amp;quot;Black Bear&amp;quot;, &amp;quot;Sand Sweeper&amp;quot; and &amp;quot;Dusk Ripper&amp;quot; blueprints added post-release, the latter also having an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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 previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K. Note that the carbine handguard appears to be custom made as it combines elements from regular and AKS-74U handguards and generally resembles custom built &amp;quot;AK pistols&amp;quot;.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight (similar to the [[Metro]] games). This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition. It is also seen on the &amp;quot;Duly Devoted&amp;quot; and &amp;quot;Upper Hand&amp;quot; blueprint by default (the latter with no stock).&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain&amp;quot;.]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An accurately modeled 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.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch 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 windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|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 &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. At full size, the semi-auto marking is missing from the left side of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; 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&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock. &amp;quot;The Breakup&amp;quot; and &amp;quot;Jumping Spider&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-round magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|An unmolested &amp;quot;OG&amp;quot; M16.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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 bolt release paddle nest from 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 M4 or Noveske N4 style bolt release paddle nest. On this blueprint, the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; 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. S.I.R. RAS. 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.&lt;br /&gt;
&lt;br /&gt;
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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; 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 typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; 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 &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the &amp;quot;totally not 6 position stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS FÉLIN|FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith with an EOTech HHS and vertical grip. Upon close inspection, the shield logo reads &amp;quot;Imperatorium Weapon Systems&amp;quot;, a fictional brand that is possibly unique to the Code Breaker variant.]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker&amp;quot;.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; 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.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver.]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|The SCAR-SC build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
Like nearly all guns in the game, the G36 has a &amp;quot;main&amp;quot; model and an &amp;quot;alternate&amp;quot; model across various blueprints (like the Navy vs SEF MP5s, or milled vs stamped AKs for realistic/grounded examples, or the SVD and L86 with their extremely stylized alternate model), and its alternate model is available as the &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments. The alternate model most notably features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different stylistic take on the receiver. The reciever is about the same level of stylized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more stylized (lower half of the reciever, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the alternate/&amp;quot;Necrosis&amp;quot; model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in reciever designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite&amp;quot;.]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, effectively converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard, effectively turning the gun into a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66==&lt;br /&gt;
The [[SKS rifle#Zastava M59/66|Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. The distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side.]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment - despite the side bracket mount, the RIS rail used by modern optics is still present.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle seemingly inspired by the Victrix Corvus. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. The pistol grip is inspired by Stark Equipment grips. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The &amp;quot;HDR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore&amp;quot;. The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]&lt;br /&gt;
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Minigun.]]&lt;br /&gt;
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modelling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] will be available later in the Season 3. An M249 with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Usurper&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to), and in the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. The M4 is direct fire only in the released game.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party&amp;quot;.]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades. Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:MW_Leecher_2.jpg&amp;diff=1338281</id>
		<title>File:MW Leecher 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:MW_Leecher_2.jpg&amp;diff=1338281"/>
		<updated>2020-04-14T16:27:55Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:MW_Silverstar_1.jpg&amp;diff=1338278</id>
		<title>File:MW Silverstar 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:MW_Silverstar_1.jpg&amp;diff=1338278"/>
		<updated>2020-04-14T16:18:33Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:MW_Leecher_1.jpg&amp;diff=1338277</id>
		<title>File:MW Leecher 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:MW_Leecher_1.jpg&amp;diff=1338277"/>
		<updated>2020-04-14T16:13:17Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1337670</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1337670"/>
		<updated>2020-04-11T20:42:25Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Heckler &amp;amp; Koch UMP45 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety similar to that of the [[Taurus PT92]] series. The right side of the slide is marked &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation.&lt;br /&gt;
&lt;br /&gt;
The weapon can be fitted with some attachments that give it similar features to the [[Beretta 93R]]. The &amp;quot;Mk3 Burst Mod&amp;quot; changes the fire mode to 3-round burst, as well as adding a ported barrel; this attachment also removes the front slide serrations, and adds a rear fire selector somewhat reminiscent of the [[Glock 18]], though the pistol can't actually be switched to semi in gameplay. The &amp;quot;FTAC SATUS CS-3&amp;quot; attachment adds a Beretta 93R-like shoulder stock, and the &amp;quot;FTAC SATUS CS-X&amp;quot; gives it a folding front grip &amp;amp; should stock combination.&lt;br /&gt;
&lt;br /&gt;
The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
[[File:BerettaM9A3.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm]]&lt;br /&gt;
[[File:Taurus pt99blued.jpg|thumb|none|350px|Taurus PT99AF (current production model with rails) - 9x19mm]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; pistol inside a garage on Backlot.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines.]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm, for comparison.]]&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; blueprint for the &amp;quot;Renetti,&amp;quot; which seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the [[Resident Evil]] series, specifically Albert Wesker's two-tone Samurai Edge.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an [[Arsenal Firearms Strike One]]. This is also the case for the &amp;quot;Quick Hit&amp;quot;, &amp;quot;Cherry Blossom&amp;quot; and &amp;quot;Greenback&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The Strike One in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the Arsenal.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike Ones, 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.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. Is is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot; blueprints also have this resemblance, and the &amp;quot;Obsidian Carat&amp;quot; has an identical frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. 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 &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, 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 &amp;quot;Hometown&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, four spent casings will end up on the ground in-world if one looks down, regardless.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; 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.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer. The &amp;quot;Point Blank&amp;quot; variant also lacks a scope mount by default.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical 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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|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.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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 resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded.&amp;quot;&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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 what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload. The standard magazines appropriately hold 25 rounds.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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 Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occured when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
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.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War.&amp;quot; Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as the &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, 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.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|400px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. 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.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where 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 &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian &amp;quot;Polymaggs&amp;quot; 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). 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 equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, 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.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found 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 peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 &amp;quot;FFS Close Quarters&amp;quot; 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 &amp;quot;Black Bear&amp;quot;, &amp;quot;Sand Sweeper&amp;quot; and &amp;quot;Dusk Ripper&amp;quot; blueprints added post-release, the latter also having an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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 previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K. Note that the carbine handguard appears to be custom made as it combines elements from regular and AKS-74U handguards and generally resembles custom built &amp;quot;AK pistols&amp;quot;.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight (similar to the [[Metro]] games). This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition. It is also seen on the &amp;quot;Duly Devoted&amp;quot; and &amp;quot;Upper Hand&amp;quot; blueprint by default (the latter with no stock).&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain.&amp;quot;]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An accurately modeled 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.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch 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 windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|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 &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. At full size, the semi-auto marking is missing from the left side of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; 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&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock. &amp;quot;The Breakup&amp;quot; and &amp;quot;Jumping Spider&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-round magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|An unmolested &amp;quot;OG&amp;quot; M16.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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 bolt release paddle nest from 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 M4 or Noveske N4 style bolt release paddle nest. On this blueprint, the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; 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. S.I.R. RAS. 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.&lt;br /&gt;
&lt;br /&gt;
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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; 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 typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; 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 &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the &amp;quot;totally not 6 position stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS FÉLIN|FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith with an EOTech HHS and vertical grip. Upon close inspection, the shield logo reads &amp;quot;Imperatorium Weapon Systems&amp;quot;, a fictional brand that is possibly unique to the Code Breaker variant.]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker.&amp;quot;]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; 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.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver.]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|The SCAR-SC build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
Like nearly all guns in the game, the G36 has a &amp;quot;main&amp;quot; model and an &amp;quot;alternate&amp;quot; model across various blueprints (like the Navy vs SEF MP5s, or milled vs stamped AKs for realistic/grounded examples, or the SVD and L86 with their extremely stylized alternate model), and its alternate model is available as the &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments. The alternate model most notably features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different stylistic take on the receiver. The reciever is about the same level of stylized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more stylized (lower half of the reciever, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the alternate/&amp;quot;Necrosis&amp;quot; model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in reciever designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite.&amp;quot;]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13.&amp;quot;]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, effectively converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard, effectively turning the gun into a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66==&lt;br /&gt;
The [[SKS rifle#Zastava M59/66|Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. The distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side.]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment - despite the side bracket mount, the RIS rail used by modern optics is still present.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle seemingly inspired by the Victrix Corvus. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. The pistol grip is inspired by Stark Equipment grips. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The &amp;quot;HDR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore.&amp;quot; The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]&lt;br /&gt;
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Minigun.]]&lt;br /&gt;
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modelling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] will be available later in the Season 3. An M249 with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Usurper&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to), and in the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. The M4 is direct fire only in the released game.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party.&amp;quot;]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades. Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1337669</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1337669"/>
		<updated>2020-04-11T20:02:33Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* FAMAS Valorisé */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety similar to that of the [[Taurus PT92]] series. The right side of the slide is marked &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation.&lt;br /&gt;
&lt;br /&gt;
The weapon can be fitted with some attachments that give it similar features to the [[Beretta 93R]]. The &amp;quot;Mk3 Burst Mod&amp;quot; changes the fire mode to 3-round burst, as well as adding a ported barrel; this attachment also removes the front slide serrations, and adds a rear fire selector somewhat reminiscent of the [[Glock 18]], though the pistol can't actually be switched to semi in gameplay. The &amp;quot;FTAC SATUS CS-3&amp;quot; attachment adds a Beretta 93R-like shoulder stock, and the &amp;quot;FTAC SATUS CS-X&amp;quot; gives it a folding front grip &amp;amp; should stock combination.&lt;br /&gt;
&lt;br /&gt;
The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
[[File:BerettaM9A3.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm]]&lt;br /&gt;
[[File:Taurus pt99blued.jpg|thumb|none|350px|Taurus PT99AF (current production model with rails) - 9x19mm]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; pistol inside a garage on Backlot.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines.]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm, for comparison.]]&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; blueprint for the &amp;quot;Renetti,&amp;quot; which seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the [[Resident Evil]] series, specifically Albert Wesker's two-tone Samurai Edge.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an [[Arsenal Firearms Strike One]]. This is also the case for the &amp;quot;Quick Hit&amp;quot;, &amp;quot;Cherry Blossom&amp;quot; and &amp;quot;Greenback&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The Strike One in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the Arsenal.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike Ones, 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.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. Is is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot; blueprints also have this resemblance, and the &amp;quot;Obsidian Carat&amp;quot; has an identical frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. 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 &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, 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 &amp;quot;Hometown&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, four spent casings will end up on the ground in-world if one looks down, regardless.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; 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.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer. The &amp;quot;Point Blank&amp;quot; variant also lacks a scope mount by default.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical 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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|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.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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 resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded.&amp;quot;&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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 what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload. The standard magazines appropriately hold 25 rounds.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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 Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurs when setting the weapon to semi-auto, where the reload animations default to the regular-sized magazine.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
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.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War.&amp;quot; Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as the &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, 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.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|400px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. 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.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where 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 &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian &amp;quot;Polymaggs&amp;quot; 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). 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 equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, 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.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found 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 peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 &amp;quot;FFS Close Quarters&amp;quot; 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 &amp;quot;Black Bear&amp;quot;, &amp;quot;Sand Sweeper&amp;quot; and &amp;quot;Dusk Ripper&amp;quot; blueprints added post-release, the latter also having an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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 previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K. Note that the carbine handguard appears to be custom made as it combines elements from regular and AKS-74U handguards and generally resembles custom built &amp;quot;AK pistols&amp;quot;.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight (similar to the [[Metro]] games). This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition. It is also seen on the &amp;quot;Duly Devoted&amp;quot; and &amp;quot;Upper Hand&amp;quot; blueprint by default (the latter with no stock).&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain.&amp;quot;]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An accurately modeled 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.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch 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 windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|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 &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. At full size, the semi-auto marking is missing from the left side of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; 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&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock. &amp;quot;The Breakup&amp;quot; and &amp;quot;Jumping Spider&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-round magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|An unmolested &amp;quot;OG&amp;quot; M16.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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 bolt release paddle nest from 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 M4 or Noveske N4 style bolt release paddle nest. On this blueprint, the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; 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. S.I.R. RAS. 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.&lt;br /&gt;
&lt;br /&gt;
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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; 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 typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; 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 &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the &amp;quot;totally not 6 position stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS FÉLIN|FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith with an EOTech HHS and vertical grip. Upon close inspection, the shield logo reads &amp;quot;Imperatorium Weapon Systems&amp;quot;, a fictional brand that is possibly unique to the Code Breaker variant.]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker.&amp;quot;]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; 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.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver.]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|The SCAR-SC build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
Like nearly all guns in the game, the G36 has a &amp;quot;main&amp;quot; model and an &amp;quot;alternate&amp;quot; model across various blueprints (like the Navy vs SEF MP5s, or milled vs stamped AKs for realistic/grounded examples, or the SVD and L86 with their extremely stylized alternate model), and its alternate model is available as the &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments. The alternate model most notably features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different stylistic take on the receiver. The reciever is about the same level of stylized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more stylized (lower half of the reciever, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the alternate/&amp;quot;Necrosis&amp;quot; model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in reciever designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite.&amp;quot;]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13.&amp;quot;]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, effectively converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard, effectively turning the gun into a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66==&lt;br /&gt;
The [[SKS rifle#Zastava M59/66|Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. The distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side.]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment - despite the side bracket mount, the RIS rail used by modern optics is still present.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle seemingly inspired by the Victrix Corvus. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. The pistol grip is inspired by Stark Equipment grips. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The &amp;quot;HDR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore.&amp;quot; The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]&lt;br /&gt;
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Minigun.]]&lt;br /&gt;
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modelling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] will be available later in the Season 3. An M249 with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Usurper&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to), and in the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. The M4 is direct fire only in the released game.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party.&amp;quot;]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades. Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1337666</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1337666"/>
		<updated>2020-04-11T19:56:48Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* FAMAS Valorisé */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety similar to that of the [[Taurus PT92]] series. The right side of the slide is marked &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation.&lt;br /&gt;
&lt;br /&gt;
The weapon can be fitted with some attachments that give it similar features to the [[Beretta 93R]]. The &amp;quot;Mk3 Burst Mod&amp;quot; changes the fire mode to 3-round burst, as well as adding a ported barrel; this attachment also removes the front slide serrations, and adds a rear fire selector somewhat reminiscent of the [[Glock 18]], though the pistol can't actually be switched to semi in gameplay. The &amp;quot;FTAC SATUS CS-3&amp;quot; attachment adds a Beretta 93R-like shoulder stock, and the &amp;quot;FTAC SATUS CS-X&amp;quot; gives it a folding front grip &amp;amp; should stock combination.&lt;br /&gt;
&lt;br /&gt;
The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
[[File:BerettaM9A3.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm]]&lt;br /&gt;
[[File:Taurus pt99blued.jpg|thumb|none|350px|Taurus PT99AF (current production model with rails) - 9x19mm]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; pistol inside a garage on Backlot.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines.]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm, for comparison.]]&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; blueprint for the &amp;quot;Renetti,&amp;quot; which seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the [[Resident Evil]] series, specifically Albert Wesker's two-tone Samurai Edge.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an [[Arsenal Firearms Strike One]]. This is also the case for the &amp;quot;Quick Hit&amp;quot;, &amp;quot;Cherry Blossom&amp;quot; and &amp;quot;Greenback&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The Strike One in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the Arsenal.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike Ones, 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.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. Is is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot; blueprints also have this resemblance, and the &amp;quot;Obsidian Carat&amp;quot; has an identical frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. 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 &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, 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 &amp;quot;Hometown&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, four spent casings will end up on the ground in-world if one looks down, regardless.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; 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.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer. The &amp;quot;Point Blank&amp;quot; variant also lacks a scope mount by default.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical 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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|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.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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 resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded.&amp;quot;&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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 what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload. The standard magazines appropriately hold 25 rounds.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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 Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurs when setting the weapon to semi-auto, where the reload animations default to the regular-sized magazine.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
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.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War.&amp;quot; Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as the &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, 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.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|400px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. 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.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where 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 &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian &amp;quot;Polymaggs&amp;quot; 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). 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 equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, 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.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found 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 peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 &amp;quot;FFS Close Quarters&amp;quot; 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 &amp;quot;Black Bear&amp;quot;, &amp;quot;Sand Sweeper&amp;quot; and &amp;quot;Dusk Ripper&amp;quot; blueprints added post-release, the latter also having an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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 previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K. Note that the carbine handguard appears to be custom made as it combines elements from regular and AKS-74U handguards and generally resembles custom built &amp;quot;AK pistols&amp;quot;.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight (similar to the [[Metro]] games). This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition. It is also seen on the &amp;quot;Duly Devoted&amp;quot; and &amp;quot;Upper Hand&amp;quot; blueprint by default (the latter with no stock).&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain.&amp;quot;]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An accurately modeled 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.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch 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 windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|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 &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. At full size, the semi-auto marking is missing from the left side of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; 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&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock. &amp;quot;The Breakup&amp;quot; and &amp;quot;Jumping Spider&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-round magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|An unmolested &amp;quot;OG&amp;quot; M16.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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 bolt release paddle nest from 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 M4 or Noveske N4 style bolt release paddle nest. On this blueprint, the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; 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. S.I.R. RAS. 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.&lt;br /&gt;
&lt;br /&gt;
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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; 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 typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; 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 &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the &amp;quot;totally not 6 position stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|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.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS FÉLIN|FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith, equipped with an EOtech sight and magnifier combo and vertical foregrip]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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, at least they are blinged up this time.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker.&amp;quot;]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; 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.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver.]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|The SCAR-SC build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
Like nearly all guns in the game, the G36 has a &amp;quot;main&amp;quot; model and an &amp;quot;alternate&amp;quot; model across various blueprints (like the Navy vs SEF MP5s, or milled vs stamped AKs for realistic/grounded examples, or the SVD and L86 with their extremely stylized alternate model), and its alternate model is available as the &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments. The alternate model most notably features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different stylistic take on the receiver. The reciever is about the same level of stylized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more stylized (lower half of the reciever, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the alternate/&amp;quot;Necrosis&amp;quot; model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in reciever designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite.&amp;quot;]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13.&amp;quot;]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, effectively converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard, effectively turning the gun into a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66==&lt;br /&gt;
The [[SKS rifle#Zastava M59/66|Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. The distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side.]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment - despite the side bracket mount, the RIS rail used by modern optics is still present.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle seemingly inspired by the Victrix Corvus. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. The pistol grip is inspired by Stark Equipment grips. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The &amp;quot;HDR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore.&amp;quot; The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]&lt;br /&gt;
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Minigun.]]&lt;br /&gt;
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modelling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The [[M249 SAW]] will be available later in the Season 3. An M249 with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Usurper&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to), and in the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. The M4 is direct fire only in the released game.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party.&amp;quot;]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades. Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1335072</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1335072"/>
		<updated>2020-04-01T01:25:23Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* &amp;quot;XRK M4&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hands, the operator releases the slide by quickly pulling it. With Sleight of Hands, they press the slide release instead. Similar animations also appear on the Desert Eagle and the P320.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an [[Arsenal Firearms Strike One]].&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The Strike One in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the Arsenal.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. Is is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Obsidian Carat&amp;quot; blueprint has a similar frame to the &amp;quot;Javelina&amp;quot;, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. 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 &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, 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 &amp;quot;Hometown&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen so the issue of fired/unfired rounds is side-stepped.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length. Note the trigger guard and pins from the Anaconda. The end of the muzzle is clearly based on the Anaconda, however, the front sight and the lack of ventilated-rib points to Model 581 influence.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical 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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|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.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|The MP5SD3 with a collapsed stock, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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 resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded.&amp;quot;&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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 what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload. The standard magazines appropriately hold 25 rounds.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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 Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurs when setting the weapon to semi-auto, where the reload animations default to the regular-sized magazine.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
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.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|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 game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War.&amp;quot; Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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. In the campaign, the 5.56mm AUG is the signature weapon of supporting character Hadir (though his appears in the 9mm flavor in the mission &amp;quot;Proxy War&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the actual trademarks on the gun call it &amp;quot;Mike 2-6&amp;quot;, an obvious reference to its real name.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|400px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Slayer&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. 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.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where 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 &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). 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 equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, 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.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found 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 peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 &amp;quot;FFS Close Quarters&amp;quot; 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 &amp;quot;Black Bear&amp;quot; and &amp;quot;Dusk Ripper&amp;quot; blueprints added post-release, the latter also having an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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 previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight. This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition. It is also seen on the &amp;quot;Upper Hand&amp;quot; blueprint by default, albeit with no stock.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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 is manufactured by VLK like the other Russian weapons.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch 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 windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; 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&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-rounder magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the Model 933's forward assist and case deflector are still present. Also note that the weapon model reuses the standard bolt carrier group from the base weapon, as 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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; blueprint of the R0991, which features a unique lower receiver.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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 bolt release paddle nest from 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.&lt;br /&gt;
&lt;br /&gt;
It is equipped with magazines based on Magpul PMAG, a laser pointer inspired by AN/PEQ-15, and an angled foregrip based on Magpul AFG.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 M4 or Noveske N4 style bolt release paddle nest. Also also note the reversed selector markings. Even with the fire selector pointing towards the user (indicating automatic fire), it's still somehow set to safe. You would think they'd learn by now.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]''. Prior to this, M4A1 carbines were seen in promotional artwork. The deluxe preorder bonuses includes 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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights. 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.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a [[FAMAS FÉLIN|FAMAS Valorisé]] with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith, equipped with an EOtech sight and magnifier combo and vertical foregrip]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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, at least they are blinged up this time.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker.&amp;quot;]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; 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.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and vaguely [[CZ 805 BREN]]-like receiver.]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded&amp;quot; Legendary blueprint features a low-profile short rail instead of the full-length mock-G36C carry handle.	&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note the fictionalized... almost everything about the weapon, save for probably the pistol grip and fire control group, which seem to be the least altered, though they're still quite obviously not the real thing. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the latter of the two options. Though the rifle sadly doesn't get the larger carry handle assembly, the optic part of the &amp;quot;integral&amp;quot; sights are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope (seen here) is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite.&amp;quot;]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13.&amp;quot;]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-size barrel, converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]], though it retains the SG 552's charging handle, and gains a custom handguard. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment turns the gun into a [[SIG SG 551]], yet again with a 552's charging handle. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle, seemingly taking cues from some anti-materiel rifles such as the Victrix Corvus and the Zastava M12 Black Spear. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore.&amp;quot; The Sleight of Hand reloads for all three sniper rifles no longer raises the gun right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. An interesting detail in the empty reload animation is that the player character swipes away a few unejected ammo belt links, and flips the feed tray briefly to check the chamber. In an empty Sleight of Hand reload, the player character flicks off the unejected links when putting on the new ammo belt, and doesn't check the chamber. In the campaign is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|Inspecting the feed tray, a bit like the machine guns in ''[[Squad]]''.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for &amp;quot;The Uprising&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and seen in multiplayer as the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
&lt;br /&gt;
In the reload animation, the part where the player character drops out the fired round is done primarily off screen; the part is actually fully animated, and is visible in third person.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party.&amp;quot;]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
An [[FN M249 SAW]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1332295</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1332295"/>
		<updated>2020-03-19T22:38:11Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* IWI Tavor CTAR-21 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''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 &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''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, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. 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 &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; 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.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. 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 &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hands, the operator releases the slide by quickly pulling it. With Sleight of Hands, they press the slide release instead. Similar animations also appear on the Desert Eagle and the P320.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an [[Arsenal Firearms Strike One]].&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The Strike One in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the Arsenal.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. Is is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, 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. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. 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.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; 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 &amp;quot;Obsidian Carat&amp;quot; blueprint has a similar frame to the &amp;quot;Javelina&amp;quot;, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. 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 &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; Wesson while the barrel, trigger guard and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. 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 &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (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.&lt;br /&gt;
&lt;br /&gt;
In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the &amp;quot;Hometown&amp;quot; flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. It is also the weapon of choice of General Barkov, who wields it during certain cutscenes.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen so the issue of fired/unfired rounds is side-stepped.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length. Note the trigger guard and pins from the Anaconda. The end of the muzzle is clearly based on the Anaconda, however, the front sight and the lack of ventilated-rib points to Model 581 influence.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. 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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|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 ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]].&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical 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.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|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.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|The MP5SD3 with a collapsed stock, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. 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. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|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 resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|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 &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; 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 &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Embedded.&amp;quot;&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|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 what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;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 &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; 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 selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|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 Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
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.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|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, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|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 game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War.&amp;quot; Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
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 [[Steyr AUG A3|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. In the campaign, the 5.56mm AUG is the signature weapon of supporting character Hadir (though his appears in the 9mm flavor in the mission &amp;quot;Proxy War&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; 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.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; 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.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
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 &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; 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.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; 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 &amp;quot;fully loaded&amp;quot; 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] 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.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the actual trademarks on the gun call it &amp;quot;Mike 2-6&amp;quot;, an obvious reference to its real name.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings on the receiver include &amp;quot;Shingletown, CA&amp;quot;. In contrast, there is a Russian &amp;quot;ОРУЖИЕ&amp;quot; (weapon) label on the rear sight.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. 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.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where 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 &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). 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 equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, 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.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; 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 &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; 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.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found 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 peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; 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 &amp;quot;FFS Close Quarters&amp;quot; stock attachment. The later two can be removed to give the AK its original stock and handguard.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; 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.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|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 previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), 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]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight. This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the two aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an aftermarket pistol grip based on the FAB Defense AGR-47 and AG-43.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, 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 is manufactured by VLK like the other Russian weapons.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch 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 windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; 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&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|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 ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; 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. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-rounder magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; 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).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the Model 933's forward assist and case deflector are still present. Also note that the weapon model reuses the standard bolt carrier group from the base weapon, as 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.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; blueprint of the R0991, which features a unique lower receiver.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; 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 bolt release paddle nest from 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.&lt;br /&gt;
&lt;br /&gt;
It is equipped with magazines based on Magpul PMAG, a laser pointer inspired by AN/PEQ-15, and an angled foregrip based on Magpul AFG.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. 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 &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; 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 M4 or Noveske N4 style bolt release paddle nest.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
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 &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights. 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.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; 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]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|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.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; blueprint is included with the purchase of the &amp;quot;Executive Armory III&amp;quot; pack. It is a [[FAMAS FÉLIN|FAMAS Valorisé]] with a digital camouflage. The gas block, muzzle brake, trigger and charging handles are gilded. &lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; 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, at least they are blinged up this time.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|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 previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; 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. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Imbel ia2.jpg ‎|thumb|450px|none|IMBEL IA2 - 5.56x45mm. This is a developmental model.]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, a hybrid SA58/IMBEL IA2 handguard, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The psuedo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, 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 &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|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, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and vaguely [[CZ 805 BREN]]-like receiver.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded&amp;quot; Legendary blueprint features a low-profile short rail instead of the full-length mock-G36C carry handle.	&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note the fictionalized... almost everything about the weapon, save for probably the pistol grip and fire control group, which seem to be the least altered, though they're still quite obviously not the real thing. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the latter of the two options. Though the rifle sadly doesn't get the larger carry handle assembly, the optic part of the &amp;quot;integral&amp;quot; sights are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope (seen here) is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite.&amp;quot;]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13.&amp;quot;]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-size barrel, converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]], though it retains the SG 552's charging handle, and gains a custom handguard. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment turns the gun into a [[SIG SG 551]], yet again with a 552's charging handle. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle, seemingly taking cues from some anti-materiel rifles such as the Victrix Corvus and the Zastava M12 Black Spear. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore.&amp;quot; The Sleight of Hand reloads for all three sniper rifles no longer raises the gun right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. An interesting detail in the empty reload animation is that the player character swipes away a few unejected ammo belt links, and flips the feed tray briefly to check the chamber. In an empty Sleight of Hand reload, the player character flicks off the unejected links when putting on the new ammo belt, and doesn't check the chamber. In the campaign is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|Inspecting the feed tray, a bit like the machine guns in ''[[Squad]]''.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Bludgeoner&amp;quot; variant added during Season 2; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and seen in multiplayer as the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
&lt;br /&gt;
In the reload animation, the part where the player character drops out the fired round is done primarily off screen; the part is actually fully animated, and is visible in third person.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party.&amp;quot;]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|450px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork. The deluxe preorder bonuses includes 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]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
An [[FN M249 SAW]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warface&amp;diff=1199365</id>
		<title>Warface</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warface&amp;diff=1199365"/>
		<updated>2018-07-20T04:19:38Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Molot RPK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Warface&lt;br /&gt;
|picture = WF 000.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Crytek Studios&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Nexon Inc.&lt;br /&gt;
|genre=Online first-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Warface''''' is a free-2-play first-person shooter for the PC developed by Crytek. The game is split into 2 versions: Warface East (the Russian version) and Warface West (the Western version, AKA America and Europe). Warface East gives to most of weapons their proper names, and Warface West gives weapons fictional names, due to copyright. Despite this, some weapons in Warface West have names that are true to their real-life counterparts. The same goes for some weapons and their textures. In beta stage, Warface East used the same names for weapons as West.&lt;br /&gt;
&lt;br /&gt;
For notability's sake, only the Warface West names will be pointed out as the in-game names on this page (and elsewhere on the site). A list of weapon name differences between Warface East and West can be found [http://warface.wikia.com/wiki/Weapon_Name_Differences here]. As of '''June 5th, 2018''', My.com, the game's current publisher, has updated most of Warface West's weapon names to be accurate to their real-life counterparts, like in the East version.&lt;br /&gt;
&lt;br /&gt;
Somewhat like ''Battlefield'', there are four classes in the game, each using a different class of weapons. Rifleman uses Assault Rifles and Machine Guns, Medic uses Shotguns, Engineer uses SMGs, and Sniper uses Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
Much like other Cry Engine games, the weapons can be customized on the fly.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Warface'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Introduction=&lt;br /&gt;
Almost everything in this game can be obtained with the help of three types of currency: Warface Money (also known as Warbucks in Warface East), Kredits (can be bought with real money) and Crowns (can be obtained through completing PvE missions). Most of the weapons, equipment and attachments must be unlocked through the Vendors system in order to be used. They are usually divided into 3 types of rarity: Common, Rare and Ultra Rare. In addition to this, also exists the 4th type of rarity for the Weapons: Legendary. Legendary weapons usually have unique weapon attachments which are not available on other weapons and don't require unlocking. Some Kredit weapons also have unique weapon attachments.&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears as the &amp;quot;M93R&amp;quot;&lt;br /&gt;
[[file:Beretta M93.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[file:Warface Beretta 93R holding.jpg|thumb|none|600px|The player character holds the Beretta M93R.]]&lt;br /&gt;
[[file:Warface Beretta 93R aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Beretta 93R reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Beretta 93R reloading 2.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
[[file:Warface Beretta 93R custom.jpg|thumb|none|600px|Customizing the gun.]]&lt;br /&gt;
[[file:Warface Beretta 93R lobby.jpg|thumb|none|300px|Beretta 93R in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears as the &amp;quot;MD9&amp;quot;.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[file:Warface Beretta M9 holding.jpg|thumb|none|600px|Holding the the Beretta M9.]]&lt;br /&gt;
[[file:Warface Beretta M9 aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Beretta M9 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:Warface Beretta M9 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Beretta M9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Beretta M9 lobby.jpg|thumb|none|300px|Beretta M9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power|Browning Hi-Power Mark III]] appears as the &amp;quot;High Power Pistol&amp;quot;, developed by &amp;quot;John &amp;lt;strike&amp;gt;Brown&amp;lt;/strike&amp;gt; '''Red'''ling&amp;quot; in Warface West.&lt;br /&gt;
[[file:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III holding.jpg|thumb|none|600px|The Browning Hi-Power in first person.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III reloading 1.jpg|thumb|none|600px|The reload animation is pretty bizarre. The player character starts by pulling back the slide, then manually engages the slide release before swapping mags and dropping the slide.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III reloading 2.jpg|thumb|none|600px|Swapping the magazines. A reminder that this comes after pulling back the slide.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III custom.jpg|thumb|none|600px|Customization menu; note the target sights.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III lobby.jpg|thumb|none|300px|Browning Hi-Power Mark III in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
The [[Chiappa Rhino 60DS]] appears as the &amp;quot;Abada 266mm&amp;quot;.&lt;br /&gt;
[[file:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 60DS (6&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica holding.jpg|thumb|none|600px|Holding the Chiappa Rhino 60DS.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica aim.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica reloading 1.jpg|thumb|none|600px|Dumping out the rounds during reloading.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica reloading 2.jpg|thumb|none|600px|New rounds are loaded individually.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6Unica custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Chiappa Rhino 60DS lobby.jpg|thumb|none|300px|Chiappa Rhino 60DS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]].&lt;br /&gt;
[[file:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[file:Warface Colt Python lobby.jpg|thumb|none|300px|Colt Python in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] appears as the &amp;quot;WX-86&amp;quot; in Warface West.&lt;br /&gt;
[[file:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K5==&lt;br /&gt;
The [[Daewoo K5]] appears as the &amp;quot;GU5&amp;quot;. According to the in-game description, it is made by &amp;quot;Global Universe Precision Industries&amp;quot; of South Korea, &lt;br /&gt;
[[file:DaewooDP51.jpg|thumb|none|350px|Daewoo K5 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd holding.jpg|thumb|none|600px|Holding the Daewoo K5.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd lobby.jpg|thumb|none|300px|Daewoo K5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] with under-barrel accessory rail and compensator cuts on the barrel appears as the &amp;quot;Eagle Eye&amp;quot;. Bizarrely, the weapon is depicted incorrectly as being DAO; considering the similarly SAO Browning is ''not'' this seems especially odd.&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX holding.jpg|thumb|none|600px|The Desert Eagle in first person. This particular one has a paint job applied.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX reloading 2.jpg|thumb|none|600px|Pulling the slide back.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX lobby.jpg|thumb|none|300px|Desert Eagle Mark XIX in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN USG==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN USG]] appears as the &amp;quot;P-57&amp;quot;.&lt;br /&gt;
[[file:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN USG - 5.7x28mm]]&lt;br /&gt;
[[file:Warface FN Five-seveN USG lobby.jpg|thumb|none|300px|FN Five-seveN USG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18C]] appears as the &amp;quot;S18G&amp;quot;, &amp;quot;a variation of the S17G&amp;quot; as described by the weapon description.&lt;br /&gt;
[[file:Glock 18C.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[file:Warface Glock 18 holding.jpg|thumb|none|600px|Holding a Glock 18C with a cosmetic finish.]]&lt;br /&gt;
[[file:Warface Glock 18 aim.jpg|thumb|none|600px|Taking aim.]]&lt;br /&gt;
[[file:Warface Glock 18 reloading 1.jpg|thumb|none|600px|Reloading the Glock.]]&lt;br /&gt;
[[file:Warface Glock 18 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Glock 18 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Glock 18 lobby.jpg|thumb|none|300px|Glock 18 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] is purchasable from the Warface shop. It appears as the &amp;quot;ZX84 USP&amp;quot; in Warface West. Rather confusingly, the &amp;quot;ZX84&amp;quot; name is applied to a lot of other H&amp;amp;K guns in the game, be it SMGs, machine guns, assault rifles, or sniper rifles, all called &amp;quot;ZX84&amp;quot; as if H&amp;amp;K became an edgy cyberpunk megacorporation with numbers in its name. It has a 13-round magazine, meaning it is the .40 S&amp;amp;W version, and a custom optic mount that is so ridiculously low to the slide that it's barely visible while aiming. The rear sights are blank and the front sight has a green tritium dot. The mount grants usage of 2 optics for primary weapons, making it the only pistol that can do so. In addition, the full array of &amp;quot;Muzzle&amp;quot; attachments for secondaries is available.&lt;br /&gt;
[[file:H&amp;amp;KUSP40.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP in first person.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming down the USP's iron sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is known as the &amp;quot;Bellum&amp;quot; in Warface West, one word from the phrase &amp;quot;Si vis pacem, para bellum&amp;quot; from which the 9x19mm Parabellum got its name.&lt;br /&gt;
[[file:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Magnum Research Micro Eagle==&lt;br /&gt;
The Micro Desert Eagle appears as the &amp;quot;Pink Micro Eagle Eye&amp;quot; in Warface West. It is currently the only weapon that doesn't have standard version.&lt;br /&gt;
&lt;br /&gt;
[[File:MicroDE.jpg|thumb|none|350px|Magnum Research Micro Eagle - .380 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MasterPiece Arms MPA930DMG==&lt;br /&gt;
Appears almost correctly as the &amp;quot;WPA 039 GMD&amp;quot; in Warface West. As a Legendary weapon, it features a unique suppressor that isn't available on any other sidearm.&lt;br /&gt;
&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|350px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
A [[Mateba Model 6 Unica]] with a 6 inch barrel and a muzzle brake appears as the &amp;quot;HEX Autorevolver&amp;quot;, with &amp;quot;HEX&amp;quot; referring to its hexagonal cylinder according to the in-game description.&lt;br /&gt;
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|350px|Mateba Model 6 Unica, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica holding.jpg|thumb|none|600px|Holding the Mateba Autorevolver.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica reloading 1.jpg|thumb|none|600px|Ejecting the rounds.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica reloading 2.jpg|thumb|none|600px|Loading new rounds.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica lobby.jpg|thumb|none|300px|Mateba Model 6 Unica in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] is known as &amp;quot;Shark-443&amp;quot; in Warface West and &amp;quot;PYa&amp;quot; in Warface East.&lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant M1895]]. Appears simply as &amp;quot;M1895&amp;quot; in Warface West.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 - 7.62x38N]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The [[Norinco QSZ-92]] is known as the &amp;quot;Q-92&amp;quot; in Warface West.&lt;br /&gt;
[[File:QSZ-92.jpg|thumb|none|350px|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
A [[SIG-Sauer P226R]] coming with extended magazine, suppressor and weapon sight by default appears as the &amp;quot;AY 226&amp;quot;.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 M&amp;amp;P R8==&lt;br /&gt;
Appears as the &amp;quot;S&amp;amp;W M&amp;amp;P R8&amp;quot; in Warface East. It has the largest magazine among revolvers and features a unique Leupold DeltaPoint red dot sight.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Loaded 1911==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]] appears as the &amp;quot;R1911D1&amp;quot; in Warface West, and &amp;quot;M1911A1&amp;quot; in Warface East.&lt;br /&gt;
[[file:SA_loaded_m1911.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 holding.jpg|thumb|none|600px|Holding the SW1911.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 lobby.jpg|thumb|none|300px|Smith &amp;amp; Wesson SW1911 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] appears as the &amp;quot;STCC&amp;quot; in Warface West.&lt;br /&gt;
[[file:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg‎|thumb|none|350px|Stechkin APS - 9x18mm Makarov.]]&lt;br /&gt;
[[file:Warface APSholding.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[file:Warface APS aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface APS reloading 1.jpg|thumb|none|600px|Reloading the APS.]]&lt;br /&gt;
[[file:Warface APS reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface APS custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface APS lobby.jpg|thumb|none|300px|Stechkin APS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M9-A1==&lt;br /&gt;
The [[Steyr M9-A1]] appears under the rather simple name &amp;quot;M9A1&amp;quot; in Warface West.&lt;br /&gt;
[[file:SteyrM9A1.jpg|thumb|none|350px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[file:Warface Steyr M9A1 holding.jpg|thumb|none|600px|Holding the M9-A1.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 reloading 2.jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 lobby.jpg|thumb|none|300px|Steyr M9-A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P99==&lt;br /&gt;
The [[Walther P99]] appears as the &amp;quot;Otto W77&amp;quot;.&lt;br /&gt;
[[file:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[file:Warface Walther P99 holding.jpg|thumb|none|600px|The player character holds the Walther P99.]]&lt;br /&gt;
[[file:Warface Walther P99 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Walther P99 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Walther P99 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Walther P99 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Walther P99 lobby.jpg|thumb|none|300px|Walther P99 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] appears under its real name, though Warface West omits Beretta from the name.&lt;br /&gt;
[[file:Beretta Mx4 Storm.jpg|thumb|none|350px|Beretta Mx4 Storm - 9x19mm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm holding.jpg|thumb|none|600px|Holding the Mx4 Storm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm reloading 1.jpg|thumb|none|600px|Loading in a new mag of 9x19mm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm reloading 2.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm lobby.jpg|thumb|none|300px|Beretta Mx4 Storm in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;MT-19&amp;quot;, and is manufactured by &amp;quot;Defensive Arms of Australia&amp;quot; according to its in-game description.&lt;br /&gt;
[[file:Mp9tmp.jpg|thumb|none|350px|Brügger &amp;amp; Thomet MP9 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 holding.jpg|thumb|none|600px|Holding the MP9.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 aim.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 reloading 2.jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 lobby.jpg|thumb|none|300px|Brügger &amp;amp; Thomet MP9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M950==&lt;br /&gt;
The [[Calico M950]] appears in the game, named &amp;quot;M900&amp;quot; and manufactured by &amp;quot;Howard Light Weapon Systems&amp;quot; according to the weapon description. It incorrectly fires in 3-round bursts.&lt;br /&gt;
[[file:CalicoM950.jpg|thumb|none|350px|Calico M950 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M950 lobby.jpg|thumb|none|300px|Calico M950 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M955A==&lt;br /&gt;
The [[Calico M955A]] with a brown coloration appears as the &amp;quot;M95AR&amp;quot; in Warface West, and is a Rifleman primary weapon. The Warface West description also calls it the &amp;quot;M9551&amp;quot;, and also says that it is a semi-automatic rifle (the same mistake can be seen in Warface East) despite it not being one even in gameplay.&lt;br /&gt;
[[file:CalicoM955A.jpg|thumb|none|350px|Calico M955A - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M955A holding.jpg|thumb|none|600px|Holding the Calico M955A. Note the 50-round capacity in a 100-round modeled magazine.]]&lt;br /&gt;
[[file:Warface Calico M955A aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Calico M955A reloading 1.jpg|thumb|none|600px|Swapping mags.]]&lt;br /&gt;
[[file:Warface Calico M955A reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Calico M955A custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Calico M955A lobby.jpg|thumb|none|300px|Calico M955A in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M960A==&lt;br /&gt;
The [[Calico M960A]] appears as the &amp;quot;M99AS&amp;quot;.&lt;br /&gt;
[[file:Calico960a.jpg|thumb|none|350px|Calico M960A - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M960A lobby.jpg|thumb|none|300px|Calico M960A in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
A rail-equipped [[Daewoo K7]] is an available submachine gun, named the &amp;quot;GU7&amp;quot; in Warface West, consistent with the renaming of the Daewoo K5 as the &amp;quot;GU5&amp;quot;.&lt;br /&gt;
[[file:Daewoo K7 red dot scope.jpg|thumb|none|350px|Daewoo K7 with an optic rail and a C-More Railway Series red dot sight - 9x19mm.]]&lt;br /&gt;
[[file:Warface Daewoo K7 holding.jpg|thumb|none|600px|The K7 in the firing range.]]&lt;br /&gt;
[[file:Warface Daewoo K7 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[file:Warface Daewoo K7reloading 1.jpg|thumb|none|600px|Reloading the K7.]]&lt;br /&gt;
[[file:Warface Daewoo K7 reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[file:Warface Daewoo K7 custom.jpg|thumb|none|600px|Holding the K7 with the customization menu hidden.]]&lt;br /&gt;
[[file:Warface Daewoo K7 lobby.jpg|thumb|none|300px|The K7 in the hands of the player's character.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 Tactical]] is a submachine gun in ''Warface'', appearing as the &amp;quot;PDW 19&amp;quot; in Warface West.&lt;br /&gt;
[[file:P90 tact d 500px.jpg|thumb|none|350px|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[file:Warface FN P90TR Lobby.jpg|thumb|none|300px|FN P90 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears as the &amp;quot;H&amp;amp;K MP5&amp;quot; in Warface East and as the &amp;quot;ZX84 SMG&amp;quot; in Warface West, made by &amp;quot;Zettler &amp;amp; Melz GmbH&amp;quot; according to the description. It is the default weapon for the Engineer Class. The in-game model features a Choate side-folding stock and railed forend. It can be customized with 2 optics, a generic foregrip, and 2 suppressors: one generic and the other SMG-specific.&lt;br /&gt;
[[file:MP5KAC.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A5 with PDW stock and KAC railed forend - 9x19mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 holding.jpg|thumb|none|600px|Idle with the MP5A5.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Note that the animation appears to be glitched, and so the player character is stroking the 9 o'clock rail rather than pulling the charging lever.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP5A5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
A heavily customized MP5A3 with Navy trigger group is a Legendary Vendor weapon that incorrectly appears in every version of the game as the A5 variant, that is reflected in weapon's names: &amp;quot;ZX84 '''A5''' Custom&amp;quot; in Western version and &amp;quot;HK MP5A5 Custom&amp;quot; in every other. It features color scheme similar to the RAL8000, custom flash hider, Spuhr railed forend, aftermarket charging handle and AR-15 stock adapter with installed Strike Industries Viper Mod-1 stock. It is compatible with every attachement available for the Engineer class. As the Legendary weapon, it also features a unique attachment, RAMBO SP-6 1x66 sight.&lt;br /&gt;
[[file:Hk-mp5n.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5-N with Navy trigger group and threaded muzzle - 9x19mm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;MM28&amp;quot; in Warface West, and is still made by &amp;quot;Zettler &amp;amp; Melz GmbH&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K MP71A1.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|Holding the MP7A1.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming down the flipped down iron sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Replacing the magazine...]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|...And pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP7A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;ZX84 UMP&amp;quot;.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45ACP.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|Holding a UMP45 with a skin.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|And charging.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch UMP45 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini UZI==&lt;br /&gt;
The [[Mini Uzi]] is an available weapon, named &amp;quot;Micro Oren&amp;quot; in Warface West, which is &amp;quot;the smaller variant of the Oren SMG&amp;quot;. Oren by the way is a Jewish name.&lt;br /&gt;
[[file:Imi-mini-uzi.jpg|thumb|none|350px|IMI Mini UZI - 9x19mm]]&lt;br /&gt;
[[file:Warface IMI Micro UZI lobby.jpg|thumb|none|300px|IMI Mini UZI in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|Izhmash PP-19 Bizon-2]] with custom side-mounted rails appears as the &amp;quot;Smg-19 Wisent&amp;quot;, wisent being a name for European bison.&lt;br /&gt;
[[file:Bizon9x18.jpg|thumb|none|350px|Izhmash PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon holding.jpg|thumb|none|600px|The player character holds the &amp;quot;Smg-19 Wisent&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon reloading 1.jpg|thumb|none|600px|Reloading the helical magazine.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon reloading 2.jpg|thumb|none|600px|Charging the weapon with the dominant hand.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon lobby.jpg|thumb|none|300px|Izhmash PP-19 Bizon-2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe JS 9mm==&lt;br /&gt;
The [[QCW-05#Jianshe JS 9mm|Jianshe JS 9mm]] is an available weapon, named &amp;quot;Ch 9mm&amp;quot; in Warface West. Its weapon description states that it is made by &amp;quot;Saluen Group Corporation&amp;quot; as an export version of the &amp;quot;CCW-05.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is modeled with a right-handed only charging handle (as in the left side is completely flat with no slit as a charging handle option), which is the feature of an early prototype version of the weapon showcased by Jianshe. More weirdly though, it has ambidextrous selector switches, which no version of the JS 9mm has.&lt;br /&gt;
[[file:JS05.jpg|thumb|none|350px|Jianshe JS 9mm - 9x19mm]]&lt;br /&gt;
[[file:Warface Jian She Type-05 holding.jpg|thumb|none|600px|The player character holds the Jianshe JS 9mm.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 reloading 1.jpg|thumb|none|600px|Swapping mags.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 custom.jpg|thumb|none|600px|Customization menu. Note the textures saying &amp;quot;Jian She DAP92-9&amp;quot;]]&lt;br /&gt;
[[file:Warface Jian She Type-05 lobby.jpg|thumb|none|300px|Jianshe JS 9mm in lobby. Here you can see that the charging handle on the right is modeled flat on the gun, and there is no ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==KBP PP-2000==&lt;br /&gt;
The [[PP-2000]] appears as the &amp;quot;TT-3000&amp;quot;.&lt;br /&gt;
[[file:Pp-2000 1.jpg|thumb|none|350px|KBP PP-2000 - 9x19mm]]&lt;br /&gt;
[[file:Warface KBP PP-2000 lobby.jpg|thumb|none|300px|KBP PP-2000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] appears as the &amp;quot;SMG-9 Ares&amp;quot;. Rather interestingly, Ares may be referring to the Ares company, who made the world's first FMG in the form of the [[Ares FMG]].&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PM-98==&lt;br /&gt;
The [[PM-84 Glauberyt|PM-98]] appears as the older &amp;quot;PM-84 Glauberyt Custom&amp;quot; in every region except for the West, where it appears as &amp;quot;AP-84 Custom&amp;quot;.&lt;br /&gt;
[[File:PM-98.jpg|thumb|none|350px|PM-98 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as the &amp;quot;MP 717&amp;quot;, which is the designation the Wehrmacht gave to captured PPSh submachine guns during WWII.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
&lt;br /&gt;
==Masterpiece Arms MPA10SST-X==&lt;br /&gt;
The .380 ACP version of the [[MAC-10#MPA10SST|Masterpiece Arms MPA10SST]], the MPA10SST-X, appears as the &amp;quot;MP .38&amp;quot; in Warface West.&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|350px|MPA10SST for reference - .45 ACP]]&lt;br /&gt;
[[file:Warface MAC-11 holding.jpg|thumb|none|600px|Holding the &amp;quot;MP .38&amp;quot;.]]&lt;br /&gt;
[[file:Warface MAC-11 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface MAC-11 reloading 1.jpg|thumb|none|600px|Bringing up a new magazine and removing the old one.]]&lt;br /&gt;
[[file:Warface MAC-11 reloading 2.jpg|thumb|none|600px|Pulling the left-sided charging handle.]]&lt;br /&gt;
[[file:Warface MAC-11 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface MAC-11 lobby.jpg|thumb|none|300px|Holding the weapon in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz. 83 Skorpion==&lt;br /&gt;
The [[Sa. Vz. 83 Skorpion]] is known as the &amp;quot;Metasoma 83&amp;quot; in Warface West. Metasoma is the tail of the scorpion.&lt;br /&gt;
[[file:Vz83.jpg|thumb|none|350px|Sa. Vz. 83 Skorpion - .380 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[AS Val#SR-2 Veresk|SR-2M Veresk]] is an available weapon, called the &amp;quot;SN-5G Sarosk&amp;quot; in Warface West.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|350px|SR-2M Veresk - 9x21mm]]&lt;br /&gt;
[[file:Warface SR-2M Veresk lobby.jpg|thumb|none|300px|SR-2M Veresk in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;AUG A3 9mm XS&amp;quot; in Warface East and as the &amp;quot;A3 9mm XS&amp;quot; in Warface West, and the Warface West description states that it is &amp;quot;a variant of the original A3-210 assault rifle&amp;quot;, which is the Warface West name of the AUG A3.&lt;br /&gt;
[[file:AUG A3 9mm XS.jpg|thumb|none|350px|Steyr AUG A3 9mm XS - 9x19mm.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS holding.jpg|thumb|none|600px|Holding the AUG SMG.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS aim.jpg|thumb|none|600px|Aiming the AUG A3 9mm XS.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS lobby.jpg|thumb|none|300px|Steyr AUG A3 9mm XS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==TDI / KRISS USA Gen I Vector SMG==&lt;br /&gt;
The [[TDI Vector|TDI / KRISS USA Gen I Vector SMG]] appears as the &amp;quot;Kriss Super V&amp;quot; in Warface East and as the &amp;quot;Vec. 5&amp;quot; in Warface West.&lt;br /&gt;
[[file:KrissSuperV.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector SMG - 45 ACP]]&lt;br /&gt;
[[file:Warface TDI Vector holding.jpg|thumb|none|600px|The player character holds the Vector.]]&lt;br /&gt;
[[file:Warface TDI Vector aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface TDI Vector reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface TDI Vector reloading 2.jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[file:Warface TDI Vector custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface TDI Vector lobby.jpg|thumb|none|300px|TDI / KRISS USA Gen I Vector SMG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] appears as the &amp;quot;FAS-12&amp;quot; in Warface West.&lt;br /&gt;
[[file:AA-12 CQB.jpg|thumb|none|350px|AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is known as &amp;quot;Richmond M4 Super 90&amp;quot; in Warface West. Richmond is a name that you will see a few more times on this page, being applied to other weapons from different real life manufacturers.&lt;br /&gt;
[[file:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[file:Warface Benelli M4 Super 90 lobby.jpg|thumb|none|300px|Benelli M4 Super 90 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
Just like the M4 Super 90, the [[Benelli Supernova Tactical]] appears as the &amp;quot;Richmond Nova Tactical&amp;quot; in Warface West.&lt;br /&gt;
[[file:Benelli Supernova Tactical.jpg|thumb|none|350px|Benelli Supernova Tactical with telescopic stock - 12 gauge]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical holding.jpg|thumb|none|600px|Holding the Supernova Tactical.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical reloading 1.jpg|thumb|none|600px|Pumping the handle.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical lobby.jpg|thumb|none|300px|A Supernova in the lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The 1st prototype of the [[Crye Precision Six12|Crye Precision SIX12]] appears as &amp;quot;Accuracy SEVEN&amp;quot; in Warface West.&lt;br /&gt;
[[file:Crye Precision SIX12 prototype.jpg|thumb|400px|none|Crye Precision SIX12 (1st prototype) - 12 gauge]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 holding.jpg|thumb|none|600px|Here's a Six12 with a gaudy skin.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 reloading 2.jpg|thumb|none|600px|Inserting the new magazine.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12]] is known as &amp;quot;US-12&amp;quot; in Warface West.&lt;br /&gt;
[[file:Usas-12.jpg|thumb|none|350px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Derya Anakon AK-100==&lt;br /&gt;
The [[Derya Anakon Semi Automatic Shotgun|Derya Anakon AK-100]] appears as simply &amp;quot;Anakon&amp;quot; in Warface East and as the &amp;quot;Boas Semi-Automatic Shotgun&amp;quot; in Warface West, since Anakon sounds like Anaconda.&lt;br /&gt;
[[file:Anakon-ak-100-avtufegi1.jpg|thumb|none|350px|Derya Anakon AK-100 - 12 gauge]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 holding.jpg|thumb|none|600px|The player character holds the Anakon.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 reloading 2.jpg|thumb|none|600px|Inserting a shell.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 lobby.jpg|thumb|none|300px|Derya Anakon AK-100 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-10 VR 103==&lt;br /&gt;
The [[Derya MK-10|Derya MK-10 VR 103]] is named &amp;quot;Anatolia RK-102&amp;quot; in Warface West and &amp;quot;Derya MK-10 VR 102&amp;quot; in Warface East.&lt;br /&gt;
[[file:Derya MK-10 VR 103.jpg|thumb|none|350px|Derya MK-10 VR 103 - 12 gauge]]&lt;br /&gt;
[[file:Derya MK-10 VR 102.jpg|thumb|none|350px|Derya MK-10 VR 102 - 12 gauge]]&lt;br /&gt;
[[file:Warface Derya MK10 lobby.jpg|thumb|none|300px|Derya MK-10 VR 103 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SAT 8 PRO TELESCOPIC==&lt;br /&gt;
The [[FABARM SAT 8|FABARM SAT 8 Pro Telescopic]] appears as the &amp;quot;Fa'''r'''arm S.A.T 8 Pro&amp;quot; in Warface West. All other FABARM appearances are similarly renamed to Fararm in Warface West.&lt;br /&gt;
[[file:FABARM SAT 8 PRO TELESCOPIC.jpg|thumb|none|350px|FABARM SAT 8 PRO TELESCOPIC - 12 Gauge]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 holding.jpg|thumb|none|600px|Holding the SAT 8 Pro.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 reloading 1.jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Fabarm STF 12 COMPACT==&lt;br /&gt;
The [[FABARM STF 12|Fabarm STF 12 COMPACT]] is renamed to &amp;quot;Fararm ATF 12&amp;quot; in Warface West.&lt;br /&gt;
[[file:Fabarm STF12 COMPACT.jpg|thumb|none|350px|Fabarm STF 12 COMPACT - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appear as the &amp;quot;PHS-12&amp;quot; in Warface West. It is used exclusively in pump-action mode.&lt;br /&gt;
[[file:FSpas12orign.jpg|thumb|none|350px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 holding.jpg|thumb|none|600px|Holding the SPAS-12.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 reloading 1.jpg|thumb|none|600px|Regardless of how many shells remain, reloading the SPAS-12 is always done with a shotgun speedloader that apparently disappears into the gun.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 reloading 2.jpg|thumb|none|600px|After feeding the shotgun a tube of shotgun shells, the player pulls the charging handle.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 lobby.jpg|thumb|none|300px|Franchi SPAS-12 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]], in the same vein as SPAS-12, is renamed to &amp;quot;PHS-15&amp;quot; in Warface West. It is used exclusively in Pump-action.&lt;br /&gt;
[[file:Franchi spas15.jpg|thumb|none|350px|Franchi SPAS-15 - 12 gauge]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 holding.jpg|thumb|none|600px|Holding the SPAS-15.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 reloading 1.jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 lobby.jpg|thumb|none|300px|Franchi SPAS-15 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
The [[Hawk 97-2]] appears as the &amp;quot;Kite Pump&amp;quot; in Warface West.&lt;br /&gt;
[[file:Hawkpump.jpg|thumb|none|350px|Hawk 97-2 - 12 gauge]]&lt;br /&gt;
[[file:Warface Hawk 97-2 holding.jpg|thumb|none|600px|Holding the Hawk shotgun.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 reloading 2.jpg|thumb|none|600px|Loading new magazine.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 lobby.jpg|thumb|none|300px|Hawk 97-2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears as the &amp;quot;Kel-Tec Shotgun&amp;quot; in Warface East, and as the &amp;quot;PEG-KT&amp;quot; in Warface West. The PEG name will reappear a lot on the shotgun section of this page because it is applied to a few completely unrelated shotguns.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG holding.jpg|thumb|none|600px|Holding the Kel-Tec KSG.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG reloading 2.jpg|thumb|none|600px|Loading shells into the weapon.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG lobby.jpg|thumb|none|300px|Kel-Tec KSG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==LSA Saiga 12 Signcutter CS-VLR==&lt;br /&gt;
The [[Izhmash Saiga series shotgun|LSA Saiga 12 Signcutter CS-VLR]] appears as simply &amp;quot;Saiga&amp;quot; in Warface East and the &amp;quot;PEG&amp;quot; in Warface West. What relation does it have with all the other &amp;quot;PEG&amp;quot; weapons in Warface West is unknown.&lt;br /&gt;
[[file:LSA Saiga 12 Signcutter cs-vlr.jpg|thumb|none|350px|LSA Saiga 12 Signcutter CS-VLR - 12 gauge]]&lt;br /&gt;
[[file:Warface PEG holding.jpg|thumb|none|600px|Holding the Saiga shotgun.]]&lt;br /&gt;
[[file:Warface PEG aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface PEG reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface PEG reloading 2.jpg|thumb|none|600px|Then a pull of the charging handle.]]&lt;br /&gt;
[[file:Warface PEG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface LSA Saiga 12 Signcutter CS-VLR lobby.jpg|thumb|none|300px|LSA Saiga 12 Signcutter CS-VLR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MAG-7==&lt;br /&gt;
A [[MAG-7]] with a custom foldable stock and a foregrip on its is forearm appears as the &amp;quot;PEG-7&amp;quot; in Warface West.&lt;br /&gt;
[[file:Mag7.jpg|thumb|none|350px|MAG-7 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12|Molot Vepr-12]] is known as &amp;quot;Vepr&amp;quot; in Warface East and &amp;quot;VIPER&amp;quot; in Warface West.&lt;br /&gt;
[[file:Vepr-12.jpg|thumb|none|350px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[file:Warface Molot Vepr-12 lobby.jpg|thumb|none|300px|Molot Vepr-12 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Custom==&lt;br /&gt;
A custom [[Mossberg 500 series shotgun|Mossberg 500]] appears as &amp;quot;MSG 500 Custom&amp;quot; in Warface West.&lt;br /&gt;
[[file:Mossberg 500 tactical.jpg|thumb|none|350px|Mossberg 500 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 with Sidewinder Venom kit==&lt;br /&gt;
A [[Mossberg 590]] with a Sidewinder Venom kit and a special red dot sight attached by default appears as the &amp;quot;Sidewinder Venom&amp;quot; in Warface East and &amp;quot;SX-41&amp;quot; in Warface West.&lt;br /&gt;
[[file:Moss590A1.jpg|thumb|none|350px|Mossberg 590 - 12 gauge]]&lt;br /&gt;
[[file:Mossberg Maverick 88 Sidewinder Venom.jpg|thumb|none|350px|Mossberg Maverick 88 with a Sidewinder Venom kit - 12 gauge]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit holding.jpg|thumb|none|600px|Holding the Sidewinder Venom with a grip on the foreend.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit reloading 2.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit lobby.jpg|thumb|none|300px|The weapon in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255 Tactical==&lt;br /&gt;
The [[MTs255|MTs255 Tactical]] appears as the &amp;quot;MC 255 12&amp;quot; in both Warface East and West.&lt;br /&gt;
[[file:MTs255 Tactical.jpg|thumb|none|350px|MTs255 Tactical - 12 gauge]]&lt;br /&gt;
[[file:Warface MTs255 Tactical holding.jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical reloading 1.jpg|thumb|none|600px|Dumping the rounds CoD style, i.e. shaking them out.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical reloading 2.jpg|thumb|none|600px|Loading the new shells.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical lobby.jpg|thumb|none|300px|MTs255 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] appears as the &amp;quot;Jackhammer&amp;quot; in Warface East and &amp;quot;Piledriver&amp;quot; in Warface West.&lt;br /&gt;
[[file:Jackhammer.jpg|thumb|none|350px|Pre-production Pancor Jackhammer - proprietary 12 gauge]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer holding.jpg|thumb|none|600px|Holding the Jackhammer.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer reloading 1.jpg|thumb|none|600px|While the reload animation is animated somewhat poorly, the process is (mostly) correct. The player character first pushes the forearm forewards, allowing them to replace the casette.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer reloading 2.jpg|thumb|none|600px|Replacing the casette. After this, the player pulls the forearm back in to lock it (because of animation quality, it's hard to tell if the release button on the trigger guard is pressed - most likely not).]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer lobby.jpg|thumb|none|300px|Pancor Jackhammer in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears as the &amp;quot;Richmond 770&amp;quot; in Warface West.&lt;br /&gt;
[[file:Model870P MAXlg.jpg|thumb|none|350px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:Warcafe Remington 870 holding.jpg|thumb|none|600px|The player character holds the Remington 870.]]&lt;br /&gt;
[[file:Warcafe Remington 870 aim.jpg|thumb|none|600px|Aiming through the ghost rings.]]&lt;br /&gt;
[[file:Warcafe Remington 870 reloading 2.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warcafe Remington 870 reloading 1.jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[file:Warcafe Remington 870 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington 870 lobby.jpg|thumb|none|300px|Remington 870 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical==&lt;br /&gt;
A further customized [[Remington 870|Remington 870 Express Tactical]] appears as the &amp;quot;Remington 870 CB&amp;quot; in Warface East and &amp;quot;Richmond 870 CB&amp;quot; in Warface West.&lt;br /&gt;
[[file:Remington 870 Express Tactical.jpg|thumb|none|350px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical holding.jpg|thumb|none|600px|Holding our tactical Remington.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical aim.jpg|thumb|none|600px|Aiming through the rather tall iron sights.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical reloading 1.jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical reloading 2.jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical lobby.jpg|thumb|none|300px|Remington 870 Express Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12 in AKU-94 bullpup kit==&lt;br /&gt;
The AKU-94 bullpup kit conversion of the [[Saiga 12]] appears as incorrectly &amp;quot;Saiga-12S&amp;quot; and &amp;quot;PEG Bullpup&amp;quot; in Warface East and West respectively.&lt;br /&gt;
[[file:Saiga-94 bullpup.jpg|thumb|none|350px|Saiga 12 in AKU-94 bullpup kit with EOTech red dot sight - 12 gauge]]&lt;br /&gt;
[[file:Warface Saiga 12 in AKU-94 bullpup kit lobby.jpg|thumb|none|300px|Saiga 12 in AKU-94 bullpup kit in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12 (H.G.C. custom)==&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.)]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1216==&lt;br /&gt;
The [[SRM Arms Model 1216]] appears as the &amp;quot;SHG M1217&amp;quot; in Warface West.&lt;br /&gt;
[[file:SRM 1216.jpg|thumb|none|350px|SRM Arms Model 1216 - 12 gauge]]&lt;br /&gt;
[[file:Warface SRM Arms Model 1216 lobby.jpg|thumb|none|300px|SRM Arms Model 1216 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper==&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD/Cobray Street Sweeper]] appears as the &amp;quot;Cobray Striker&amp;quot; in Warface East and simply &amp;quot;Striker&amp;quot; in Warface West. The Warface East name misapplies the Striker name to Cobray, since the Striker name is only used by Armsel.&lt;br /&gt;
[[file:CobrayStreetSweeper.jpg|thumb|none|350px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper holding.jpg|thumb|none|600px|Holding a Street Sweeper variant with a paint job.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper aim.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper reloading 1.jpg|thumb|none|600px|Loading a shell.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper reloading 2.jpg|thumb|none|600px|Pressing the lever.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SWD Cobray Street Sweeper lobby.jpg|thumb|none|300px|SWD/Cobray Street Sweeper in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] is known as &amp;quot;RST-14&amp;quot; in Warface West.&lt;br /&gt;
[[file:UTS-15 Gen2.JPG|thumb|none|350px|UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 holding.jpg|thumb|none|600px|Holding the UTS-15.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 aim.jpg|thumb|none|600px|Aiming the UTS-15.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 reloading 1.jpg|thumb|none|600px|Reloading the UTS-15 is done entirely through the right side.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 lobby.jpg|thumb|none|300px|UTAS UTS-15 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears as the &amp;quot;Johnson 1957&amp;quot; in Warface West.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|350px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] appears as &amp;quot;'''CCR''' Honey Badger&amp;quot; in Warface West.&lt;br /&gt;
[[file:AAC honey badger.jpg|thumb|none|350px|AAC Honey Badger - 7.62x35mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-Alfa==&lt;br /&gt;
The [[AK-Alfa]] appears as the &amp;quot;AK Alpha&amp;quot;.&lt;br /&gt;
[[File:AK-Alfa.jpg|thumb|none|350px|Kalashnikov USA/Israel (CAA) AK-Alfa - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears &amp;quot;AR-&amp;quot;GAR&amp;quot;&amp;quot; in Warface West.&lt;br /&gt;
[[file:AS Val.jpg|thumb|none|350px|AS Val - 9x39mm]]&lt;br /&gt;
[[file:Warface AS Val nowy holding.jpg|thumb|none|600px|The player holds the &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy aim.jpg|thumb|none|600px|The player aims to &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface AS Val lobby.jpg|thumb|none|300px|AS Val in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] appears as &amp;quot;CCR&amp;quot; in Warface West.&lt;br /&gt;
[[file:Bushmaster-acr-carbine.jpg|thumb|none|350px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Bushmaster ACR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR aim.jpg|thumb|none|600px|The player aims to &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR lobby.jpg|thumb|none|300px|Bushmaster ACR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A customized [[Colt M4A1]] is a starting weapon fir the Rifleman class in the game and appears as &amp;quot;R4A1&amp;quot;.&lt;br /&gt;
[[file:M4A1EOT.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt M4A1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt M4A1 lobby.jpg|thumb|none|300px|Colt M4A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|Colt M16A4]] appears as the &amp;quot;Colt M16A3&amp;quot;.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|350px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt M16A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears in the game as &amp;quot;R4 CQB&amp;quot; in Warface West.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|500px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II, and folding sights - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 holding.jpg|thumb|none|600px|The player holds the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 aim.jpg|thumb|none|600px|The player aims the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 reloading 1.jpg|thumb|none|600px|The player reloads the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 reloading 2.jpg|thumb|none|600px|The player reloads the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 lobby.jpg|thumb|none|300px|Mk 18 Mod 1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1==&lt;br /&gt;
The [[Daewoo K1]] appears as the &amp;quot;GU1&amp;quot;, and uses its Korean military classification as a Submachine Gun.&lt;br /&gt;
[[file:Carbine Daewoo K1.jpg|thumb|none|350px|Daewoo K1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K1 holding.jpg|thumb|none|600px|Holding the Daewoo K1.]]&lt;br /&gt;
[[file:Warface Daewoo K1 aim.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[file:Warface Daewoo K1 reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K1 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Daewoo K1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K1 lobby.jpg|thumb|none|300px|Daewoo K1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]].&lt;br /&gt;
[[file:Daewoo-K2.jpg|thumb|none|350px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K2 lobby.jpg|thumb|none|300px|Daewoo K2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85A2]].&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]].&lt;br /&gt;
[[file:FAMAS-F1.jpg|thumb|none|350px|FAMAS F1 -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FAMAS F1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface FAMAS F1 lobby.jpg|thumb|none|300px|FAMAS F1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FB MSBS-5.56B Radon==&lt;br /&gt;
The [[MSBS Series|FB MSBS-5.56B Radon]].&lt;br /&gt;
[[file:Msbs-5.45B_-_2014.JPG|thumb|none|350px|FB MSBS-5.56B Radon -  5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]].&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|none|350px|FN F2000 Tactical -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical lobby.jpg|thumb|none|300px|FN F2000 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] (previously the EXAR-L PDW in WF West) appears as a Kredit Box weapon and is classified as a submachine gun in-game. It is erroneously modeled with a standard SCAR stock instead of its special collapsing stock, and also features a Magpul MIAD pistol grip, PMAG, modified MBUS sights, and no gas block sight. It has an exclusive “Tactical Grip” attachment, taking the form of a magwell grip that aids in reload speed, accuracy, and sway reduction.&lt;br /&gt;
[[file:FN SCAR PDW (old).jpg|thumb|none|350px|FN SCAR PDW -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FN SCAR PDW holding.jpg|thumb|none|600px|A gold “EXAR-L PDW” in a player’s hands. The gold version has higher damage than the base version and 5 extra rounds crammed into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]].&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|350px|FN SCAR-H CQC -  7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface FN SCAR-H CQC lobby.jpg|thumb|none|300px|FN SCAR-H CQC in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]]. Appears as the &amp;quot;Z84&amp;quot;.&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch G36C in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KV]].&lt;br /&gt;
[[file:G36K-2.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36KV with intermediate 15.4 inch &amp;quot;CQB&amp;quot; barrel, export compromise carry handle with folding sights, and retractable butt-stock - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KVholding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch G36KV in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Carbine==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8|Heckler &amp;amp; Koch XM8 Carbine]].&lt;br /&gt;
[[file:XM8.JPG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Carbine - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Carbine in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Compact Carbine]]. Mistakenly classified as a sub-machine gun.&lt;br /&gt;
[[file:HK XM8 Compact.JPG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Compact - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL IA2==&lt;br /&gt;
The [[FAL#IMBEL IA2|IMBEL IA2]].&lt;br /&gt;
[[file:Imbel ia2.jpg|thumb|none|350px|IMBEL IA2 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMBEL IA2 lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil 7.62==&lt;br /&gt;
The [[Galil#Galil 7.62|IMI Galil 7.62]].&lt;br /&gt;
[[file:Galilarm-05.jpg|thumb|none|350px|IMI Galil 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Galil 7.62 holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Galil ARM lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|Tavor CTAR-21]] appears as the &amp;quot;Karkom SMG&amp;quot;. It is incorrectly classified as a submachine gun by the game and, as such, is available to Engineer rather than Rifleman.&lt;br /&gt;
[[file:IMI CTAR-21 Tavor.jpg|thumb|none|350px|IMI Tavor CTAR-21 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Tavor TAR-21|IMI Tavor TAR-21]]. Appears as the &amp;quot;Karkom&amp;quot; in Warface West and &amp;quot;Tavor TAR-21&amp;quot; in Warface East.&lt;br /&gt;
[[file:Tavor-tar.jpg|thumb|none|350px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 lobby.jpg|thumb|none|300px|IMI Tavor TAR-21 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-9==&lt;br /&gt;
The [[AK-9|Izhmash AK-9]] appears as &amp;quot;FY-9&amp;quot; in Warface West. Unlike other 9x39 assault rifle, AS &amp;quot;VAL&amp;quot;, AK-9 is used by the Engineer rather than Rifleman. Interestingly enough, &amp;quot;FY&amp;quot; name was also used in Crysis games for the AK-type rifle.&lt;br /&gt;
[[file:Ak-9.jpg|thumb|none|350px|Izhmash AK-9 with suppressor - 9x39mm]]&lt;br /&gt;
[[file:Warface AK-9 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash AK-9 lobby.jpg|thumb|none|300px|Izhmash AK-9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-103==&lt;br /&gt;
The [[AK-47#AK-103|Izhmash AK-103]] appears as the &amp;quot;FY-103&amp;quot; in Warface West.&lt;br /&gt;
[[file:AK103.jpg‎|thumb|none|350px|Izhmash AK-103 - 7.62x39mm]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 Custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 lobby.jpg|thumb|none|300px|Izhmash AK-103 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AK-47#AKM|Izhmash AKM]].&lt;br /&gt;
[[file:AKMRifle.jpg‎|thumb|none|350px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
A slightly modified [[Norinco QBZ-97]] appears as the &amp;quot;T27&amp;quot; in Warface West and &amp;quot;Type 97&amp;quot; in Warface East.&lt;br /&gt;
[[file:QBZ97A.jpg|thumb|none|350px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Norinco QBZ-95 lobby.jpg|thumb|none|300px|Norinco QBZ-97 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR-E==&lt;br /&gt;
The [[Remington ACR|Remington ACR-E]].&lt;br /&gt;
[[file:ACR-E.jpg|thumb|none|350px|Remington ACR-E with 10.5-inch barrel and folding stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Salient Arms International GRY==&lt;br /&gt;
The [[Salient Arms International GRY]] appears as the SAI GRY AR-15 (formerly WAI GRAY RG-15 in Warface West), fitted with an extended 40 round magazine.&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|none|350px|Salient Arms International GRY - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 551==&lt;br /&gt;
The [[SIG SG 551]].&lt;br /&gt;
[[file:Sig-551.jpg|thumb|none|350px|SIG SG 551 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface SIG SG 551 holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 551 lobby.jpg|thumb|none|300px|SIG SG 551 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]]&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|none|350px|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface SIG SG 552 holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 552 lobby.jpg|thumb|none|300px|SIG SG 552 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]].&lt;br /&gt;
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 Custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 lobby.jpg|thumb|none|300px|Steyr AUG A3 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 with HBAR barrel==&lt;br /&gt;
The [[Steyr AUG A3]] appears with a long HBAR-style barrel as the &amp;quot;AUG A3 HBAR&amp;quot;.&lt;br /&gt;
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|400px|Steyr AUG HBAR - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR lobby.jpg|thumb|none|300px|Steyr AUG HBAR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]].&lt;br /&gt;
[[file:Sturmgewehr 44.jpg|thumb|none|350px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 holding 1.jpg|thumb|none|600px|The player holds the &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 holding 2.jpg|thumb|none|600px|The player holds the &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 custom 1.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 custom 2.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 lobby.jpg|thumb|none|300px|Sturmgewehr 44 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt Model 950 LMG==&lt;br /&gt;
The [[Colt_Model_950_LMG#Diemaco.2FColt_Canada_C7.2FC7A1_LSW|Colt Model 950 LMG]]. Appears as the &amp;quot;M16A2 LMG&amp;quot;.&lt;br /&gt;
[[file:Model 950 C7A1 LSW.jpg|thumb|none|350px|Diemaco C7A1 LSW/Colt Model 950 LMG - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG lobby.jpg|thumb|none|300px|Colt Model 950 LMG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K3==&lt;br /&gt;
The [[Daewoo K3]] appears as the &amp;quot;GU3&amp;quot; in Warface West, consistent with the (re)naming of other Daewoo weapons.&lt;br /&gt;
[[file:Korean Pig.jpg|thumb|none|350px|Daewoo K3 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;GU3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K3 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K3 reloading 1.jpg|thumb|none|600px|Reloading the Daewoo K3.]]&lt;br /&gt;
[[file:Warface Daewoo K3 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Daewoo K3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K3 lobby.jpg|thumb|none|300px|Daewoo K3 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The FN [[M240B]] appears as the &amp;quot;LMG240&amp;quot; in Warface West and &amp;quot;M240B&amp;quot; in other versions. Originally it was the only weapon that didn't have standard version and was available only in Elite (Crown) version. Now it is exclusive for the &amp;quot;Battle Royale&amp;quot; game mode.&lt;br /&gt;
[[file:M240-1.jpg|thumb|none|350px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 PARA==&lt;br /&gt;
The [[M249|FN M249 PARA]].&lt;br /&gt;
[[file:Fn mg m249para11-1-.jpg|thumb|none|350px|FN M249 PARA - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface FN M249 PARA holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN M249 PARA&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN M249 PARA aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN M249 PARA&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN M249 PARA custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4KE==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4|Heckler &amp;amp; Koch MG4KE]].&lt;br /&gt;
[[file:MG4KE.jpg|thumb|none|350px|Heckler &amp;amp; Koch MG4KE - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MG4KE in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
A hybrid of the [[Heckler &amp;amp; Koch G36]] with the G36C carrying handle and a C-Mag is misnamed &amp;quot;H&amp;amp;K MG36&amp;quot; in Warface East. MG36 was an abandoned variant of the G36, which was even mentioned in the translated Warface East item description, except that the depicted weapon is not the MG36 since the carrying handle is from the G36C. Warface West just calls it a &amp;quot;ZX84 MG&amp;quot;, circumventing the whole &amp;quot;portraying real weapons with real names&amp;quot; mess.&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|400px|none|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|400px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 holding.jpg|thumb|none|600px|Holding the 100-round G36.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 aim.jpg|thumb|none|600px|Aiming through the sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 reloading 1.jpg|thumb|none|600px|Reloading a new C-Mag.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 lobby.jpg|thumb|none|300px|&amp;quot;Heckler &amp;amp; Koch MG36&amp;quot; in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Automatic Rifle==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[file:XM8LMG.jpg|thumb|none|350px|Heckler &amp;amp; Koch XM8 Automatic Rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Automatic Rifle lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Automatic Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]].&lt;br /&gt;
[[file:M60E4 large.jpg|thumb|none|350px|M60E4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface M60E4 lobby.jpg|thumb|none|300px|M60E4 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Molot RPKM==&lt;br /&gt;
The Molot [[RPK|RPKM]], simply called the “RPK” (previously the “FY LMG” in the West), appears as a vendor weapon. It uses 75-round drums, and features a permanently-mounted optic rail on its left-side dovetail mount. It also features a rail at the 6 o’clock position, allowing for mounting of foregrips in-game in addition to using the pre-deployed bipod. It is also perhaps the only MG-type weapon to allow mounting of a bayonet.&lt;br /&gt;
[[file:Rpk_01_drum.jpg|thumb|none|350px|Molot RPK - 7.62x39mm]]&lt;br /&gt;
[[file:Warface Izhmash RPK holding.jpg|thumb|none|600px|The player holds the &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK aim.jpg|thumb|none|600px|The player aims to &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash RPK lobby.jpg|thumb|none|300px|Molot RPK in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]].&lt;br /&gt;
[[file:Pecheneg.jpg|thumb|none|350px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MG3==&lt;br /&gt;
The [[Rheinmetall MG3]].&lt;br /&gt;
[[file:MG 3.jpg|thumb|none|350px|Rheinmetall MG3 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]].&lt;br /&gt;
[[file:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|350px|Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface AWM holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface AWM lobby.jpg|thumb|none|300px|Accuracy International Arctic Warfare Magnum in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AS50==&lt;br /&gt;
The [[Accuracy International AS50]].&lt;br /&gt;
[[file:As50sr.jpg|thumb|none|350px|Accuracy International AS50 - .50 BMG]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 lobby.jpg|thumb|none|300px|Accuracy International AS50 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AX308==&lt;br /&gt;
The [[Accuracy International AX308]].&lt;br /&gt;
[[file:AI AX.jpg|thumb|none|350px|Accuracy International AX308 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The [[Barrett Model 98 Bravo]].&lt;br /&gt;
[[file:0129481.jpg|thumb|none|350px|Barrett M98B - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo holding.jpg|thumb|none|600px|The player holds the &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo lobby.jpg|thumb|none|300px|Barrett M98 Bravo in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]].&lt;br /&gt;
[[file:Berrett M107.jpg|thumb|none|350px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[file:Warface Barrett M107 lobby.jpg|thumb|none|300px|Barrett M107 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]].&lt;br /&gt;
[[file:M200-tan.jpg|thumb|none|350px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention holding.jpg|thumb|none|600px|The player holds the &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention lobby.jpg|thumb|none|300px|Cheyenne Tactical M-200 Intervention in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Mk. 12 Mod 0 SPR==&lt;br /&gt;
The [[Mk 12 Special Purpose Rifle|Colt Mk. 12 Mod 0 SPR]].&lt;br /&gt;
[[file:Mk12Mod0.jpg|thumb|none|350px|Colt Mk. 12 Mod 0 SPR - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR lobby.jpg|thumb|none|300px|Colt Mk. 12 Mod 0 SPR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Special Purpose Rifle==&lt;br /&gt;
The [[FN FAL#DSA SA58 Special Purpose Rifle|DSA SA58 Special Purpose Rifle]].&lt;br /&gt;
[[file:DSA SA58 SPR.jpg|thumb|none|350px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==DSR-Precision DSR-1==&lt;br /&gt;
The [[DSR-Precision DSR-1]].&lt;br /&gt;
[[file:Dsr1.jpg|thumb|none|350px|DSR-Precision DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface DSR-Precision DSR-1 lobby.jpg|thumb|none|300px|DSR-Precision DSR-1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-6]].&lt;br /&gt;
[[file:SL8-1 newModel.jpg|thumb|none|350px|Heckler &amp;amp; Koch SL8-6 Commercial rifle - 5.56x45mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-6 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch SL8-6 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Sharpshooter Rifle==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Sharpshooter Rifle]]. Appears as the &amp;quot;ACR7 SNR&amp;quot;.&lt;br /&gt;
[[file:XM8 Sharpshooter.PNG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Sniper Tavor STAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Sniper Tavor STAR-21|IMI Sniper Tavor STAR-21]]. There are two versions of the STAR-21 in the game. The first one is a fully automatic &amp;quot;Karkom SNR&amp;quot; which uses black body finish and was removed from the shop in all versions of the game. The second one is a semi-automatic &amp;quot;Karkom SNR Navy Blue&amp;quot; which, obviously, has navy blue body finish and is currently available for the in-game currency after unlocking.&lt;br /&gt;
[[file:Tavorstar.jpg|thumb|none|350px|IMI Sniper Tavor STAR-21 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMI Sniper Tavor STAR-21 lobby.jpg|thumb|none|300px|IMI Sniper Tavor STAR-21 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The Izhmash [[SVD Dragunov]] is a starting weapon for the Sniper class and appears the &amp;quot;SVK&amp;quot; in Warface West.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|350px|Izhmash SVD Dragunov - 7.62x54mm R.]]&lt;br /&gt;
[[file:Warface SVD Dragunov holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Warface SVD Dragunov lobby.jpg|thumb|none|300px|Izhmash SVD Dragunov in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==KBP OTs-03 SVU-AS Dragunov==&lt;br /&gt;
The KBP OTs-03 [[SVU Dragunov]] appears as the &amp;quot;SVK-AS&amp;quot; in Warface West. It is one of four fully-automatic sniper rifles in game. It holds incorrect 15 (20 for the Golden version) rounds in standard 10-round magazine. Unlike on many other sniper rifles with built-in bipods, you can actually (un)fold SVU's bipod through the customization menu.&lt;br /&gt;
&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|350px|KBP OTs-03 SVU Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==M39 Enhanced Marksman Rifle==&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle]].&lt;br /&gt;
[[file:M-39EMR.jpg|thumb|none|350px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface M39 Enhanced Marksman Rifle lobby.jpg|thumb|none|300px|M39 Enhanced Marksman Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle==&lt;br /&gt;
The [[M40A5 Sniper Rifle]].&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|350px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Remington M40A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington M40A3 lobby.jpg|thumb|none|300px|M40A5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Masada SPR==&lt;br /&gt;
The [[Magpul Masada|Magpul Masada SPR]].&lt;br /&gt;
[[file:Masada-3.jpg|thumb|none|350px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR lobby.jpg|thumb|none|300px|Magpul Masada SPR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan CS5==&lt;br /&gt;
The [[McMillan CS5]].&lt;br /&gt;
[[file:CS5.jpg|thumb|none|350px|McMillan CS5 - .308 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
The Norinco [[QBU-88]].&lt;br /&gt;
[[file:Qbu-88-0.jpg|thumb|none|350px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 lobby.jpg|thumb|none|300px|Norinco QBU-88 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==ORSIS T-5000==&lt;br /&gt;
The [[ORSIS T-5000]].&lt;br /&gt;
[[File:ORSIS T-5000.jpg|thumb|none|350px|ORSIS T-5000 - .308 Winchester]]&lt;br /&gt;
[[file:Warface ORholdingSIS T-5000.jpg|thumb|none|600px|The player holds the &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 lobby.jpg|thumb|none|300px|ORSIS T-5000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington RSASS==&lt;br /&gt;
The [[Remington RSASS]].&lt;br /&gt;
[[file:RSASS alt.jpg|thumb|none|350px|Remington RSASS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 550 SR==&lt;br /&gt;
The [[SIG SG 550 SR]].&lt;br /&gt;
[[file:550sniper.jpg|thumb|none|350px|SIG SG 550 SR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR lobby.jpg|thumb|none|300px|SIG SG 550 SR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
The [[Steyr Scout]].&lt;br /&gt;
[[file:Scout.jpg|thumb|none|350px|Steyr Scout - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Unique Alpine TPG-1==&lt;br /&gt;
The [[Unique Alpine TPG-1]].&lt;br /&gt;
[[file:TPG1.jpg|thumb|none|350px|Unique Alpine TPG-1 - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 holding.jpg|thumb|none|600px| The player holds the &amp;quot;Unique Alpine TPG-1&amp;quot;..]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 reloading 1.jpg|thumb|none|600px| The player reloads &amp;quot;Unique Alpine TPG-1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 reloading 2.jpg|thumb|none|600px| The player reloads &amp;quot;Unique Alpine TPG-1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 custom.jpg|thumb|none|600px| Customization menu.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 lobby.jpg|thumb|none|300px|Unique Alpine TPG-1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]].&lt;br /&gt;
[[file:Vss1.jpg|thumb|none|350px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[file:Warface VSS Vintorez holding.jpg|thumb|none|600px|The player holds the &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface VSS Vintorez lobby.jpg|thumb|none|300px|VSS Vintorez in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]].&lt;br /&gt;
[[file:Walther-WA2000.jpg|thumb|none|350px|Walther WA 2000 - .300 Winchester]]&lt;br /&gt;
[[file:Warface Walther WA 2000 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 lobby.jpg|thumb|none|300px|Walther WA 2000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN EGLM==&lt;br /&gt;
The [[FN EGLM]]&lt;br /&gt;
[[file:Mk13.jpg|thumb|none|350px|FN EGLM - 40mm]]&lt;br /&gt;
[[file:Warface FN EGLM.jpg|thumb|600px|none|FN EGLM in game.]]&lt;br /&gt;
&lt;br /&gt;
==SA-18 Grouse==&lt;br /&gt;
The [[SA-18 Grouse]] appears in the game's PVE missions. It is incorrectly referred to as the SA-16 (actually a later version despite what the NATO reporting name would suggest) however that features a conical seeker cover, as oppsoed to the cylindrical SA-18 cover used on the game model.&lt;br /&gt;
[[file:Igla 191.jpg|thumb|none|350px|SA-18 Grouse launcher and missile - 72mm]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 1.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 2.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 3.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==Anti-personnel mine==&lt;br /&gt;
[[file:Warface mine 1.jpg|thumb|none|600px|Anti-personnel mine in game.]]&lt;br /&gt;
[[file:Warface mine 2.jpg|thumb|none|600px|Anti-personnel mine in game.]]&lt;br /&gt;
&lt;br /&gt;
==Flashbang grenade==&lt;br /&gt;
[[file:Warface flashbang 1.jpg|thumb|none|600px|Flashbang grenade in game.]]&lt;br /&gt;
[[file:Warface flashbang 2.jpg|thumb|none|600px|Flashbang grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Four types of [[M18 smoke grenade]] can be found in-game. White, Blue, Red, and Yellow.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 1.jpg|thumb|600px|none|Yellow M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 2.jpg|thumb|600px|none|Blue M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 3.jpg|thumb|600px|none|Throwing a blue smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The &amp;quot;M18 Claymore&amp;quot; (named &amp;quot;R18 Claymore&amp;quot; in Warface West, referred as &amp;quot;R18A1 Claymore&amp;quot; in Warface West description, also referred as simply &amp;quot;Directional Mine&amp;quot; in some places) is actually an [[M18A1 Claymore]] due to its scissor-legs. It is triggered by lasers.&lt;br /&gt;
[[file:M18a1 07.jpg|thumb|none|150px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[file:Warface M18A1 Claymoree 1.jpg|thumb|none|600px|Holding a Claymore in game.]]&lt;br /&gt;
[[file:Warface M18A1 Claymoree 2.jpg|thumb|none|600px|A planted Claymore.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
The [[M26 hand grenade]].&lt;br /&gt;
[[file:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[file:Warface M26 hand grenade 1.jpg|thumb|none|600px|M26 hand grenade in game.]]&lt;br /&gt;
[[file:Warface M26 hand grenade 2.jpg|thumb|none|600px|M26 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warface&amp;diff=1197524</id>
		<title>Warface</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warface&amp;diff=1197524"/>
		<updated>2018-07-14T04:21:21Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* FN SCAR PDW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Warface&lt;br /&gt;
|picture = WF 000.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Crytek Studios&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Nexon Inc.&lt;br /&gt;
|genre=Online first-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Warface''''' is a free-2-play first-person shooter for the PC developed by Crytek. The game is split into 2 versions: Warface East (the Russian version) and Warface West (the Western version, AKA America and Europe). Warface East gives to most of weapons their proper names, and Warface West gives weapons fictional names, due to copyright. Despite this, some weapons in Warface West have names that are true to their real-life counterparts. The same goes for some weapons and their textures. In beta stage, Warface East used the same names for weapons as West.&lt;br /&gt;
&lt;br /&gt;
For notability's sake, only the Warface West names will be pointed out as the in-game names on this page (and elsewhere on the site). A list of weapon name differences between Warface East and West can be found [http://warface.wikia.com/wiki/Weapon_Name_Differences here]. As of '''June 5th, 2018''', My.com, the game's current publisher, has updated most of Warface West's weapon names to be accurate to their real-life counterparts, like in the East version.&lt;br /&gt;
&lt;br /&gt;
Somewhat like ''Battlefield'', there are four classes in the game, each using a different class of weapons. Rifleman uses Assault Rifles and Machine Guns, Medic uses Shotguns, Engineer uses SMGs, and Sniper uses Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
Much like other Cry Engine games, the weapons can be customized on the fly.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Warface'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Introduction=&lt;br /&gt;
Almost everything in this game can be obtained with the help of three types of currency: Warface Money (also known as Warbucks in Warface East), Kredits (can be bought with real money) and Crowns (can be obtained through completing PvE missions). Most of the weapons, equipment and attachments must be unlocked through the Vendors system in order to be used. They are usually divided into 3 types of rarity: Common, Rare and Ultra Rare. In addition to this, also exists the 4th type of rarity for the Weapons: Legendary. Legendary weapons usually have unique weapon attachments which are not available on other weapons and don't require unlocking. Some Kredit weapons also have unique weapon attachments.&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears as the &amp;quot;M93R&amp;quot;&lt;br /&gt;
[[file:Beretta M93.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[file:Warface Beretta 93R holding.jpg|thumb|none|600px|The player character holds the Beretta M93R.]]&lt;br /&gt;
[[file:Warface Beretta 93R aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Beretta 93R reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Beretta 93R reloading 2.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
[[file:Warface Beretta 93R custom.jpg|thumb|none|600px|Customizing the gun.]]&lt;br /&gt;
[[file:Warface Beretta 93R lobby.jpg|thumb|none|300px|Beretta 93R in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears as the &amp;quot;MD9&amp;quot;.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[file:Warface Beretta M9 holding.jpg|thumb|none|600px|Holding the the Beretta M9.]]&lt;br /&gt;
[[file:Warface Beretta M9 aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Beretta M9 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:Warface Beretta M9 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Beretta M9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Beretta M9 lobby.jpg|thumb|none|300px|Beretta M9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power|Browning Hi-Power Mark III]] appears as the &amp;quot;High Power Pistol&amp;quot;, developed by &amp;quot;John &amp;lt;strike&amp;gt;Brown&amp;lt;/strike&amp;gt; '''Red'''ling&amp;quot; in Warface West.&lt;br /&gt;
[[file:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III holding.jpg|thumb|none|600px|The Browning Hi-Power in first person.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III reloading 1.jpg|thumb|none|600px|The reload animation is pretty bizarre. The player character starts by pulling back the slide, then manually engages the slide release before swapping mags and dropping the slide.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III reloading 2.jpg|thumb|none|600px|Swapping the magazines. A reminder that this comes after pulling back the slide.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III custom.jpg|thumb|none|600px|Customization menu; note the target sights.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III lobby.jpg|thumb|none|300px|Browning Hi-Power Mark III in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
The [[Chiappa Rhino 60DS]] appears as the &amp;quot;Abada 266mm&amp;quot;.&lt;br /&gt;
[[file:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 60DS (6&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica holding.jpg|thumb|none|600px|Holding the Chiappa Rhino 60DS.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica aim.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica reloading 1.jpg|thumb|none|600px|Dumping out the rounds during reloading.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica reloading 2.jpg|thumb|none|600px|New rounds are loaded individually.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6Unica custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Chiappa Rhino 60DS lobby.jpg|thumb|none|300px|Chiappa Rhino 60DS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]].&lt;br /&gt;
[[file:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[file:Warface Colt Python lobby.jpg|thumb|none|300px|Colt Python in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] appears as the &amp;quot;WX-86&amp;quot; in Warface West.&lt;br /&gt;
[[file:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K5==&lt;br /&gt;
The [[Daewoo K5]] appears as the &amp;quot;GU5&amp;quot;. According to the in-game description, it is made by &amp;quot;Global Universe Precision Industries&amp;quot; of South Korea, &lt;br /&gt;
[[file:DaewooDP51.jpg|thumb|none|350px|Daewoo K5 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd holding.jpg|thumb|none|600px|Holding the Daewoo K5.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd lobby.jpg|thumb|none|300px|Daewoo K5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] with under-barrel accessory rail and compensator cuts on the barrel appears as the &amp;quot;Eagle Eye&amp;quot;. Bizarrely, the weapon is depicted incorrectly as being DAO; considering the similarly SAO Browning is ''not'' this seems especially odd.&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX holding.jpg|thumb|none|600px|The Desert Eagle in first person. This particular one has a paint job applied.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX reloading 2.jpg|thumb|none|600px|Pulling the slide back.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX lobby.jpg|thumb|none|300px|Desert Eagle Mark XIX in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN USG==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN USG]] appears as the &amp;quot;P-57&amp;quot;.&lt;br /&gt;
[[file:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN USG - 5.7x28mm]]&lt;br /&gt;
[[file:Warface FN Five-seveN USG lobby.jpg|thumb|none|300px|FN Five-seveN USG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18C]] appears as the &amp;quot;S18G&amp;quot;, &amp;quot;a variation of the S17G&amp;quot; as described by the weapon description.&lt;br /&gt;
[[file:Glock 18C.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[file:Warface Glock 18 holding.jpg|thumb|none|600px|Holding a Glock 18C with a cosmetic finish.]]&lt;br /&gt;
[[file:Warface Glock 18 aim.jpg|thumb|none|600px|Taking aim.]]&lt;br /&gt;
[[file:Warface Glock 18 reloading 1.jpg|thumb|none|600px|Reloading the Glock.]]&lt;br /&gt;
[[file:Warface Glock 18 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Glock 18 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Glock 18 lobby.jpg|thumb|none|300px|Glock 18 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] is purchasable from the Warface shop. It appears as the &amp;quot;ZX84 USP&amp;quot; in Warface West. Rather confusingly, the &amp;quot;ZX84&amp;quot; name is applied to a lot of other H&amp;amp;K guns in the game, be it SMGs, machine guns, assault rifles, or sniper rifles, all called &amp;quot;ZX84&amp;quot; as if H&amp;amp;K became an edgy cyberpunk megacorporation with numbers in its name. It has a 13-round magazine, meaning it is the .40 S&amp;amp;W version, and a custom optic mount that is so ridiculously low to the slide that it's barely visible while aiming. The rear sights are blank and the front sight has a green tritium dot. The mount grants usage of 2 optics for primary weapons, making it the only pistol that can do so. In addition, the full array of &amp;quot;Muzzle&amp;quot; attachments for secondaries is available.&lt;br /&gt;
[[file:H&amp;amp;KUSP40.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP in first person.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming down the USP's iron sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is known as the &amp;quot;Bellum&amp;quot; in Warface West, one word from the phrase &amp;quot;Si vis pacem, para bellum&amp;quot; from which the 9x19mm Parabellum got its name.&lt;br /&gt;
[[file:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Magnum Research Micro Eagle==&lt;br /&gt;
The Micro Desert Eagle appears as the &amp;quot;Pink Micro Eagle Eye&amp;quot; in Warface West. It is currently the only weapon that doesn't have standard version.&lt;br /&gt;
&lt;br /&gt;
[[File:MicroDE.jpg|thumb|none|350px|Magnum Research Micro Eagle - .380 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MasterPiece Arms MPA930DMG==&lt;br /&gt;
Appears almost correctly as the &amp;quot;WPA 039 GMD&amp;quot; in Warface West. As a Legendary weapon, it features a unique suppressor that isn't available on any other sidearm.&lt;br /&gt;
&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|350px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
A [[Mateba Model 6 Unica]] with a 6 inch barrel and a muzzle brake appears as the &amp;quot;HEX Autorevolver&amp;quot;, with &amp;quot;HEX&amp;quot; referring to its hexagonal cylinder according to the in-game description.&lt;br /&gt;
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|350px|Mateba Model 6 Unica, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica holding.jpg|thumb|none|600px|Holding the Mateba Autorevolver.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica reloading 1.jpg|thumb|none|600px|Ejecting the rounds.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica reloading 2.jpg|thumb|none|600px|Loading new rounds.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica lobby.jpg|thumb|none|300px|Mateba Model 6 Unica in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] is known as &amp;quot;Shark-443&amp;quot; in Warface West and &amp;quot;PYa&amp;quot; in Warface East.&lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant M1895]]. Appears simply as &amp;quot;M1895&amp;quot; in Warface West.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 - 7.62x38N]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The [[Norinco QSZ-92]] is known as the &amp;quot;Q-92&amp;quot; in Warface West.&lt;br /&gt;
[[File:QSZ-92.jpg|thumb|none|350px|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
A [[SIG-Sauer P226R]] coming with extended magazine, suppressor and weapon sight by default appears as the &amp;quot;AY 226&amp;quot;.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 M&amp;amp;P R8==&lt;br /&gt;
Appears as the &amp;quot;S&amp;amp;W M&amp;amp;P R8&amp;quot; in Warface East. It has the largest magazine among revolvers and features a unique Leupold DeltaPoint red dot sight.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Loaded 1911==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]] appears as the &amp;quot;R1911D1&amp;quot; in Warface West, and &amp;quot;M1911A1&amp;quot; in Warface East.&lt;br /&gt;
[[file:SA_loaded_m1911.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 holding.jpg|thumb|none|600px|Holding the SW1911.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 lobby.jpg|thumb|none|300px|Smith &amp;amp; Wesson SW1911 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] appears as the &amp;quot;STCC&amp;quot; in Warface West.&lt;br /&gt;
[[file:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg‎|thumb|none|350px|Stechkin APS - 9x18mm Makarov.]]&lt;br /&gt;
[[file:Warface APSholding.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[file:Warface APS aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface APS reloading 1.jpg|thumb|none|600px|Reloading the APS.]]&lt;br /&gt;
[[file:Warface APS reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface APS custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface APS lobby.jpg|thumb|none|300px|Stechkin APS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M9-A1==&lt;br /&gt;
The [[Steyr M9-A1]] appears under the rather simple name &amp;quot;M9A1&amp;quot; in Warface West.&lt;br /&gt;
[[file:SteyrM9A1.jpg|thumb|none|350px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[file:Warface Steyr M9A1 holding.jpg|thumb|none|600px|Holding the M9-A1.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 reloading 2.jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 lobby.jpg|thumb|none|300px|Steyr M9-A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P99==&lt;br /&gt;
The [[Walther P99]] appears as the &amp;quot;Otto W77&amp;quot;.&lt;br /&gt;
[[file:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[file:Warface Walther P99 holding.jpg|thumb|none|600px|The player character holds the Walther P99.]]&lt;br /&gt;
[[file:Warface Walther P99 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Walther P99 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Walther P99 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Walther P99 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Walther P99 lobby.jpg|thumb|none|300px|Walther P99 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] appears under its real name, though Warface West omits Beretta from the name.&lt;br /&gt;
[[file:Beretta Mx4 Storm.jpg|thumb|none|350px|Beretta Mx4 Storm - 9x19mm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm holding.jpg|thumb|none|600px|Holding the Mx4 Storm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm reloading 1.jpg|thumb|none|600px|Loading in a new mag of 9x19mm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm reloading 2.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm lobby.jpg|thumb|none|300px|Beretta Mx4 Storm in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;MT-19&amp;quot;, and is manufactured by &amp;quot;Defensive Arms of Australia&amp;quot; according to its in-game description.&lt;br /&gt;
[[file:Mp9tmp.jpg|thumb|none|350px|Brügger &amp;amp; Thomet MP9 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 holding.jpg|thumb|none|600px|Holding the MP9.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 aim.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 reloading 2.jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 lobby.jpg|thumb|none|300px|Brügger &amp;amp; Thomet MP9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M950==&lt;br /&gt;
The [[Calico M950]] appears in the game, named &amp;quot;M900&amp;quot; and manufactured by &amp;quot;Howard Light Weapon Systems&amp;quot; according to the weapon description. It incorrectly fires in 3-round bursts.&lt;br /&gt;
[[file:CalicoM950.jpg|thumb|none|350px|Calico M950 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M950 lobby.jpg|thumb|none|300px|Calico M950 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M955A==&lt;br /&gt;
The [[Calico M955A]] with a brown coloration appears as the &amp;quot;M95AR&amp;quot; in Warface West, and is a Rifleman primary weapon. The Warface West description also calls it the &amp;quot;M9551&amp;quot;, and also says that it is a semi-automatic rifle (the same mistake can be seen in Warface East) despite it not being one even in gameplay.&lt;br /&gt;
[[file:CalicoM955A.jpg|thumb|none|350px|Calico M955A - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M955A holding.jpg|thumb|none|600px|Holding the Calico M955A. Note the 50-round capacity in a 100-round modeled magazine.]]&lt;br /&gt;
[[file:Warface Calico M955A aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Calico M955A reloading 1.jpg|thumb|none|600px|Swapping mags.]]&lt;br /&gt;
[[file:Warface Calico M955A reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Calico M955A custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Calico M955A lobby.jpg|thumb|none|300px|Calico M955A in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M960A==&lt;br /&gt;
The [[Calico M960A]] appears as the &amp;quot;M99AS&amp;quot;.&lt;br /&gt;
[[file:Calico960a.jpg|thumb|none|350px|Calico M960A - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M960A lobby.jpg|thumb|none|300px|Calico M960A in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
A rail-equipped [[Daewoo K7]] is an available submachine gun, named the &amp;quot;GU7&amp;quot; in Warface West, consistent with the renaming of the Daewoo K5 as the &amp;quot;GU5&amp;quot;.&lt;br /&gt;
[[file:Daewoo K7 red dot scope.jpg|thumb|none|350px|Daewoo K7 with an optic rail and a C-More Railway Series red dot sight - 9x19mm.]]&lt;br /&gt;
[[file:Warface Daewoo K7 holding.jpg|thumb|none|600px|The K7 in the firing range.]]&lt;br /&gt;
[[file:Warface Daewoo K7 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[file:Warface Daewoo K7reloading 1.jpg|thumb|none|600px|Reloading the K7.]]&lt;br /&gt;
[[file:Warface Daewoo K7 reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[file:Warface Daewoo K7 custom.jpg|thumb|none|600px|Holding the K7 with the customization menu hidden.]]&lt;br /&gt;
[[file:Warface Daewoo K7 lobby.jpg|thumb|none|300px|The K7 in the hands of the player's character.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 Tactical]] is a submachine gun in ''Warface'', appearing as the &amp;quot;PDW 19&amp;quot; in Warface West.&lt;br /&gt;
[[file:P90 tact d 500px.jpg|thumb|none|350px|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[file:Warface FN P90TR Lobby.jpg|thumb|none|300px|FN P90 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears as the &amp;quot;H&amp;amp;K MP5&amp;quot; in Warface East and as the &amp;quot;ZX84 SMG&amp;quot; in Warface West, made by &amp;quot;Zettler &amp;amp; Melz GmbH&amp;quot; according to the description. It is the default weapon for the Engineer Class. The in-game model features a Choate side-folding stock and railed forend. It can be customized with 2 optics, a generic foregrip, and 2 suppressors: one generic and the other SMG-specific.&lt;br /&gt;
[[file:MP5KAC.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A5 with PDW stock and KAC railed forend - 9x19mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 holding.jpg|thumb|none|600px|Idle with the MP5A5.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Note that the animation appears to be glitched, and so the player character is stroking the 9 o'clock rail rather than pulling the charging lever.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP5A5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
A heavily customized MP5A3 with Navy trigger group is a Legendary Vendor weapon that incorrectly appears in every version of the game as the A5 variant, that is reflected in weapon's names: &amp;quot;ZX84 '''A5''' Custom&amp;quot; in Western version and &amp;quot;HK MP5A5 Custom&amp;quot; in every other. It features color scheme similar to the RAL8000, custom flash hider, Spuhr railed forend, aftermarket charging handle and AR-15 stock adapter with installed Strike Industries Viper Mod-1 stock. It is compatible with every attachement available for the Engineer class. As the Legendary weapon, it also features a unique attachment, RAMBO SP-6 1x66 sight.&lt;br /&gt;
[[file:Hk-mp5n.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5-N with Navy trigger group and threaded muzzle - 9x19mm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;MM28&amp;quot; in Warface West, and is still made by &amp;quot;Zettler &amp;amp; Melz GmbH&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K MP71A1.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|Holding the MP7A1.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming down the flipped down iron sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Replacing the magazine...]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|...And pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP7A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;ZX84 UMP&amp;quot;.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45ACP.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|Holding a UMP45 with a skin.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|And charging.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch UMP45 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini UZI==&lt;br /&gt;
The [[Mini Uzi]] is an available weapon, named &amp;quot;Micro Oren&amp;quot; in Warface West, which is &amp;quot;the smaller variant of the Oren SMG&amp;quot;. Oren by the way is a Jewish name.&lt;br /&gt;
[[file:Imi-mini-uzi.jpg|thumb|none|350px|IMI Mini UZI - 9x19mm]]&lt;br /&gt;
[[file:Warface IMI Micro UZI lobby.jpg|thumb|none|300px|IMI Mini UZI in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|Izhmash PP-19 Bizon-2]] with custom side-mounted rails appears as the &amp;quot;Smg-19 Wisent&amp;quot;, wisent being a name for European bison.&lt;br /&gt;
[[file:Bizon9x18.jpg|thumb|none|350px|Izhmash PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon holding.jpg|thumb|none|600px|The player character holds the &amp;quot;Smg-19 Wisent&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon reloading 1.jpg|thumb|none|600px|Reloading the helical magazine.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon reloading 2.jpg|thumb|none|600px|Charging the weapon with the dominant hand.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon lobby.jpg|thumb|none|300px|Izhmash PP-19 Bizon-2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe JS 9mm==&lt;br /&gt;
The [[QCW-05#Jianshe JS 9mm|Jianshe JS 9mm]] is an available weapon, named &amp;quot;Ch 9mm&amp;quot; in Warface West. Its weapon description states that it is made by &amp;quot;Saluen Group Corporation&amp;quot; as an export version of the &amp;quot;CCW-05.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is modeled with a right-handed only charging handle (as in the left side is completely flat with no slit as a charging handle option), which is the feature of an early prototype version of the weapon showcased by Jianshe. More weirdly though, it has ambidextrous selector switches, which no version of the JS 9mm has.&lt;br /&gt;
[[file:JS05.jpg|thumb|none|350px|Jianshe JS 9mm - 9x19mm]]&lt;br /&gt;
[[file:Warface Jian She Type-05 holding.jpg|thumb|none|600px|The player character holds the Jianshe JS 9mm.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 reloading 1.jpg|thumb|none|600px|Swapping mags.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 custom.jpg|thumb|none|600px|Customization menu. Note the textures saying &amp;quot;Jian She DAP92-9&amp;quot;]]&lt;br /&gt;
[[file:Warface Jian She Type-05 lobby.jpg|thumb|none|300px|Jianshe JS 9mm in lobby. Here you can see that the charging handle on the right is modeled flat on the gun, and there is no ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==KBP PP-2000==&lt;br /&gt;
The [[PP-2000]] appears as the &amp;quot;TT-3000&amp;quot;.&lt;br /&gt;
[[file:Pp-2000 1.jpg|thumb|none|350px|KBP PP-2000 - 9x19mm]]&lt;br /&gt;
[[file:Warface KBP PP-2000 lobby.jpg|thumb|none|300px|KBP PP-2000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] appears as the &amp;quot;SMG-9 Ares&amp;quot;. Rather interestingly, Ares may be referring to the Ares company, who made the world's first FMG in the form of the [[Ares FMG]].&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PM-98==&lt;br /&gt;
The [[PM-84 Glauberyt|PM-98]] appears as the older &amp;quot;PM-84 Glauberyt Custom&amp;quot; in every region except for the West, where it appears as &amp;quot;AP-84 Custom&amp;quot;.&lt;br /&gt;
[[File:PM-98.jpg|thumb|none|350px|PM-98 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as the &amp;quot;MP 717&amp;quot;, which is the designation the Wehrmacht gave to captured PPSh submachine guns during WWII.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
&lt;br /&gt;
==Masterpiece Arms MPA10SST-X==&lt;br /&gt;
The .380 ACP version of the [[MAC-10#MPA10SST|Masterpiece Arms MPA10SST]], the MPA10SST-X, appears as the &amp;quot;MP .38&amp;quot; in Warface West.&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|350px|MPA10SST for reference - .45 ACP]]&lt;br /&gt;
[[file:Warface MAC-11 holding.jpg|thumb|none|600px|Holding the &amp;quot;MP .38&amp;quot;.]]&lt;br /&gt;
[[file:Warface MAC-11 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface MAC-11 reloading 1.jpg|thumb|none|600px|Bringing up a new magazine and removing the old one.]]&lt;br /&gt;
[[file:Warface MAC-11 reloading 2.jpg|thumb|none|600px|Pulling the left-sided charging handle.]]&lt;br /&gt;
[[file:Warface MAC-11 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface MAC-11 lobby.jpg|thumb|none|300px|Holding the weapon in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz. 83 Skorpion==&lt;br /&gt;
The [[Sa. Vz. 83 Skorpion]] is known as the &amp;quot;Metasoma 83&amp;quot; in Warface West. Metasoma is the tail of the scorpion.&lt;br /&gt;
[[file:Vz83.jpg|thumb|none|350px|Sa. Vz. 83 Skorpion - .380 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[AS Val#SR-2 Veresk|SR-2M Veresk]] is an available weapon, called the &amp;quot;SN-5G Sarosk&amp;quot; in Warface West.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|350px|SR-2M Veresk - 9x21mm]]&lt;br /&gt;
[[file:Warface SR-2M Veresk lobby.jpg|thumb|none|300px|SR-2M Veresk in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;AUG A3 9mm XS&amp;quot; in Warface East and as the &amp;quot;A3 9mm XS&amp;quot; in Warface West, and the Warface West description states that it is &amp;quot;a variant of the original A3-210 assault rifle&amp;quot;, which is the Warface West name of the AUG A3.&lt;br /&gt;
[[file:AUG A3 9mm XS.jpg|thumb|none|350px|Steyr AUG A3 9mm XS - 9x19mm.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS holding.jpg|thumb|none|600px|Holding the AUG SMG.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS aim.jpg|thumb|none|600px|Aiming the AUG A3 9mm XS.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS lobby.jpg|thumb|none|300px|Steyr AUG A3 9mm XS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==TDI / KRISS USA Gen I Vector SMG==&lt;br /&gt;
The [[TDI Vector|TDI / KRISS USA Gen I Vector SMG]] appears as the &amp;quot;Kriss Super V&amp;quot; in Warface East and as the &amp;quot;Vec. 5&amp;quot; in Warface West.&lt;br /&gt;
[[file:KrissSuperV.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector SMG - 45 ACP]]&lt;br /&gt;
[[file:Warface TDI Vector holding.jpg|thumb|none|600px|The player character holds the Vector.]]&lt;br /&gt;
[[file:Warface TDI Vector aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface TDI Vector reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface TDI Vector reloading 2.jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[file:Warface TDI Vector custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface TDI Vector lobby.jpg|thumb|none|300px|TDI / KRISS USA Gen I Vector SMG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] appears as the &amp;quot;FAS-12&amp;quot; in Warface West.&lt;br /&gt;
[[file:AA-12 CQB.jpg|thumb|none|350px|AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is known as &amp;quot;Richmond M4 Super 90&amp;quot; in Warface West. Richmond is a name that you will see a few more times on this page, being applied to other weapons from different real life manufacturers.&lt;br /&gt;
[[file:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[file:Warface Benelli M4 Super 90 lobby.jpg|thumb|none|300px|Benelli M4 Super 90 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
Just like the M4 Super 90, the [[Benelli Supernova Tactical]] appears as the &amp;quot;Richmond Nova Tactical&amp;quot; in Warface West.&lt;br /&gt;
[[file:Benelli Supernova Tactical.jpg|thumb|none|350px|Benelli Supernova Tactical with telescopic stock - 12 gauge]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical holding.jpg|thumb|none|600px|Holding the Supernova Tactical.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical reloading 1.jpg|thumb|none|600px|Pumping the handle.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical lobby.jpg|thumb|none|300px|A Supernova in the lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The 1st prototype of the [[Crye Precision Six12|Crye Precision SIX12]] appears as &amp;quot;Accuracy SEVEN&amp;quot; in Warface West.&lt;br /&gt;
[[file:Crye Precision SIX12 prototype.jpg|thumb|400px|none|Crye Precision SIX12 (1st prototype) - 12 gauge]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 holding.jpg|thumb|none|600px|Here's a Six12 with a gaudy skin.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 reloading 2.jpg|thumb|none|600px|Inserting the new magazine.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12]] is known as &amp;quot;US-12&amp;quot; in Warface West.&lt;br /&gt;
[[file:Usas-12.jpg|thumb|none|350px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Derya Anakon AK-100==&lt;br /&gt;
The [[Derya Anakon Semi Automatic Shotgun|Derya Anakon AK-100]] appears as simply &amp;quot;Anakon&amp;quot; in Warface East and as the &amp;quot;Boas Semi-Automatic Shotgun&amp;quot; in Warface West, since Anakon sounds like Anaconda.&lt;br /&gt;
[[file:Anakon-ak-100-avtufegi1.jpg|thumb|none|350px|Derya Anakon AK-100 - 12 gauge]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 holding.jpg|thumb|none|600px|The player character holds the Anakon.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 reloading 2.jpg|thumb|none|600px|Inserting a shell.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 lobby.jpg|thumb|none|300px|Derya Anakon AK-100 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-10 VR 103==&lt;br /&gt;
The [[Derya MK-10|Derya MK-10 VR 103]] is named &amp;quot;Anatolia RK-102&amp;quot; in Warface West and &amp;quot;Derya MK-10 VR 102&amp;quot; in Warface East.&lt;br /&gt;
[[file:Derya MK-10 VR 103.jpg|thumb|none|350px|Derya MK-10 VR 103 - 12 gauge]]&lt;br /&gt;
[[file:Derya MK-10 VR 102.jpg|thumb|none|350px|Derya MK-10 VR 102 - 12 gauge]]&lt;br /&gt;
[[file:Warface Derya MK10 lobby.jpg|thumb|none|300px|Derya MK-10 VR 103 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SAT 8 PRO TELESCOPIC==&lt;br /&gt;
The [[FABARM SAT 8|FABARM SAT 8 Pro Telescopic]] appears as the &amp;quot;Fa'''r'''arm S.A.T 8 Pro&amp;quot; in Warface West. All other FABARM appearances are similarly renamed to Fararm in Warface West.&lt;br /&gt;
[[file:FABARM SAT 8 PRO TELESCOPIC.jpg|thumb|none|350px|FABARM SAT 8 PRO TELESCOPIC - 12 Gauge]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 holding.jpg|thumb|none|600px|Holding the SAT 8 Pro.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 reloading 1.jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Fabarm STF 12 COMPACT==&lt;br /&gt;
The [[FABARM STF 12|Fabarm STF 12 COMPACT]] is renamed to &amp;quot;Fararm ATF 12&amp;quot; in Warface West.&lt;br /&gt;
[[file:Fabarm STF12 COMPACT.jpg|thumb|none|350px|Fabarm STF 12 COMPACT - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appear as the &amp;quot;PHS-12&amp;quot; in Warface West. It is used exclusively in pump-action mode.&lt;br /&gt;
[[file:FSpas12orign.jpg|thumb|none|350px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 holding.jpg|thumb|none|600px|Holding the SPAS-12.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 reloading 1.jpg|thumb|none|600px|Regardless of how many shells remain, reloading the SPAS-12 is always done with a shotgun speedloader that apparently disappears into the gun.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 reloading 2.jpg|thumb|none|600px|After feeding the shotgun a tube of shotgun shells, the player pulls the charging handle.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 lobby.jpg|thumb|none|300px|Franchi SPAS-12 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]], in the same vein as SPAS-12, is renamed to &amp;quot;PHS-15&amp;quot; in Warface West. It is used exclusively in Pump-action.&lt;br /&gt;
[[file:Franchi spas15.jpg|thumb|none|350px|Franchi SPAS-15 - 12 gauge]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 holding.jpg|thumb|none|600px|Holding the SPAS-15.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 reloading 1.jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 lobby.jpg|thumb|none|300px|Franchi SPAS-15 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
The [[Hawk 97-2]] appears as the &amp;quot;Kite Pump&amp;quot; in Warface West.&lt;br /&gt;
[[file:Hawkpump.jpg|thumb|none|350px|Hawk 97-2 - 12 gauge]]&lt;br /&gt;
[[file:Warface Hawk 97-2 holding.jpg|thumb|none|600px|Holding the Hawk shotgun.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 reloading 2.jpg|thumb|none|600px|Loading new magazine.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 lobby.jpg|thumb|none|300px|Hawk 97-2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears as the &amp;quot;Kel-Tec Shotgun&amp;quot; in Warface East, and as the &amp;quot;PEG-KT&amp;quot; in Warface West. The PEG name will reappear a lot on the shotgun section of this page because it is applied to a few completely unrelated shotguns.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG holding.jpg|thumb|none|600px|Holding the Kel-Tec KSG.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG reloading 2.jpg|thumb|none|600px|Loading shells into the weapon.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG lobby.jpg|thumb|none|300px|Kel-Tec KSG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==LSA Saiga 12 Signcutter CS-VLR==&lt;br /&gt;
The [[Izhmash Saiga series shotgun|LSA Saiga 12 Signcutter CS-VLR]] appears as simply &amp;quot;Saiga&amp;quot; in Warface East and the &amp;quot;PEG&amp;quot; in Warface West. What relation does it have with all the other &amp;quot;PEG&amp;quot; weapons in Warface West is unknown.&lt;br /&gt;
[[file:LSA Saiga 12 Signcutter cs-vlr.jpg|thumb|none|350px|LSA Saiga 12 Signcutter CS-VLR - 12 gauge]]&lt;br /&gt;
[[file:Warface PEG holding.jpg|thumb|none|600px|Holding the Saiga shotgun.]]&lt;br /&gt;
[[file:Warface PEG aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface PEG reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface PEG reloading 2.jpg|thumb|none|600px|Then a pull of the charging handle.]]&lt;br /&gt;
[[file:Warface PEG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface LSA Saiga 12 Signcutter CS-VLR lobby.jpg|thumb|none|300px|LSA Saiga 12 Signcutter CS-VLR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MAG-7==&lt;br /&gt;
A [[MAG-7]] with a custom foldable stock and a foregrip on its is forearm appears as the &amp;quot;PEG-7&amp;quot; in Warface West.&lt;br /&gt;
[[file:Mag7.jpg|thumb|none|350px|MAG-7 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12|Molot Vepr-12]] is known as &amp;quot;Vepr&amp;quot; in Warface East and &amp;quot;VIPER&amp;quot; in Warface West.&lt;br /&gt;
[[file:Vepr-12.jpg|thumb|none|350px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[file:Warface Molot Vepr-12 lobby.jpg|thumb|none|300px|Molot Vepr-12 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Custom==&lt;br /&gt;
A custom [[Mossberg 500 series shotgun|Mossberg 500]] appears as &amp;quot;MSG 500 Custom&amp;quot; in Warface West.&lt;br /&gt;
[[file:Mossberg 500 tactical.jpg|thumb|none|350px|Mossberg 500 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 with Sidewinder Venom kit==&lt;br /&gt;
A [[Mossberg 590]] with a Sidewinder Venom kit and a special red dot sight attached by default appears as the &amp;quot;Sidewinder Venom&amp;quot; in Warface East and &amp;quot;SX-41&amp;quot; in Warface West.&lt;br /&gt;
[[file:Moss590A1.jpg|thumb|none|350px|Mossberg 590 - 12 gauge]]&lt;br /&gt;
[[file:Mossberg Maverick 88 Sidewinder Venom.jpg|thumb|none|350px|Mossberg Maverick 88 with a Sidewinder Venom kit - 12 gauge]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit holding.jpg|thumb|none|600px|Holding the Sidewinder Venom with a grip on the foreend.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit reloading 2.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit lobby.jpg|thumb|none|300px|The weapon in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255 Tactical==&lt;br /&gt;
The [[MTs255|MTs255 Tactical]] appears as the &amp;quot;MC 255 12&amp;quot; in both Warface East and West.&lt;br /&gt;
[[file:MTs255 Tactical.jpg|thumb|none|350px|MTs255 Tactical - 12 gauge]]&lt;br /&gt;
[[file:Warface MTs255 Tactical holding.jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical reloading 1.jpg|thumb|none|600px|Dumping the rounds CoD style, i.e. shaking them out.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical reloading 2.jpg|thumb|none|600px|Loading the new shells.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical lobby.jpg|thumb|none|300px|MTs255 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] appears as the &amp;quot;Jackhammer&amp;quot; in Warface East and &amp;quot;Piledriver&amp;quot; in Warface West.&lt;br /&gt;
[[file:Jackhammer.jpg|thumb|none|350px|Pre-production Pancor Jackhammer - proprietary 12 gauge]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer holding.jpg|thumb|none|600px|Holding the Jackhammer.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer reloading 1.jpg|thumb|none|600px|While the reload animation is animated somewhat poorly, the process is (mostly) correct. The player character first pushes the forearm forewards, allowing them to replace the casette.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer reloading 2.jpg|thumb|none|600px|Replacing the casette. After this, the player pulls the forearm back in to lock it (because of animation quality, it's hard to tell if the release button on the trigger guard is pressed - most likely not).]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer lobby.jpg|thumb|none|300px|Pancor Jackhammer in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears as the &amp;quot;Richmond 770&amp;quot; in Warface West.&lt;br /&gt;
[[file:Model870P MAXlg.jpg|thumb|none|350px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:Warcafe Remington 870 holding.jpg|thumb|none|600px|The player character holds the Remington 870.]]&lt;br /&gt;
[[file:Warcafe Remington 870 aim.jpg|thumb|none|600px|Aiming through the ghost rings.]]&lt;br /&gt;
[[file:Warcafe Remington 870 reloading 2.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warcafe Remington 870 reloading 1.jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[file:Warcafe Remington 870 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington 870 lobby.jpg|thumb|none|300px|Remington 870 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical==&lt;br /&gt;
A further customized [[Remington 870|Remington 870 Express Tactical]] appears as the &amp;quot;Remington 870 CB&amp;quot; in Warface East and &amp;quot;Richmond 870 CB&amp;quot; in Warface West.&lt;br /&gt;
[[file:Remington 870 Express Tactical.jpg|thumb|none|350px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical holding.jpg|thumb|none|600px|Holding our tactical Remington.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical aim.jpg|thumb|none|600px|Aiming through the rather tall iron sights.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical reloading 1.jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical reloading 2.jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical lobby.jpg|thumb|none|300px|Remington 870 Express Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12 in AKU-94 bullpup kit==&lt;br /&gt;
The AKU-94 bullpup kit conversion of the [[Saiga 12]] appears as incorrectly &amp;quot;Saiga-12S&amp;quot; and &amp;quot;PEG Bullpup&amp;quot; in Warface East and West respectively.&lt;br /&gt;
[[file:Saiga-94 bullpup.jpg|thumb|none|350px|Saiga 12 in AKU-94 bullpup kit with EOTech red dot sight - 12 gauge]]&lt;br /&gt;
[[file:Warface Saiga 12 in AKU-94 bullpup kit lobby.jpg|thumb|none|300px|Saiga 12 in AKU-94 bullpup kit in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12 (H.G.C. custom)==&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.)]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1216==&lt;br /&gt;
The [[SRM Arms Model 1216]] appears as the &amp;quot;SHG M1217&amp;quot; in Warface West.&lt;br /&gt;
[[file:SRM 1216.jpg|thumb|none|350px|SRM Arms Model 1216 - 12 gauge]]&lt;br /&gt;
[[file:Warface SRM Arms Model 1216 lobby.jpg|thumb|none|300px|SRM Arms Model 1216 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper==&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD/Cobray Street Sweeper]] appears as the &amp;quot;Cobray Striker&amp;quot; in Warface East and simply &amp;quot;Striker&amp;quot; in Warface West. The Warface East name misapplies the Striker name to Cobray, since the Striker name is only used by Armsel.&lt;br /&gt;
[[file:CobrayStreetSweeper.jpg|thumb|none|350px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper holding.jpg|thumb|none|600px|Holding a Street Sweeper variant with a paint job.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper aim.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper reloading 1.jpg|thumb|none|600px|Loading a shell.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper reloading 2.jpg|thumb|none|600px|Pressing the lever.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SWD Cobray Street Sweeper lobby.jpg|thumb|none|300px|SWD/Cobray Street Sweeper in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] is known as &amp;quot;RST-14&amp;quot; in Warface West.&lt;br /&gt;
[[file:UTS-15 Gen2.JPG|thumb|none|350px|UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 holding.jpg|thumb|none|600px|Holding the UTS-15.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 aim.jpg|thumb|none|600px|Aiming the UTS-15.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 reloading 1.jpg|thumb|none|600px|Reloading the UTS-15 is done entirely through the right side.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 lobby.jpg|thumb|none|300px|UTAS UTS-15 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears as the &amp;quot;Johnson 1957&amp;quot; in Warface West.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|350px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] appears as &amp;quot;'''CCR''' Honey Badger&amp;quot; in Warface West.&lt;br /&gt;
[[file:AAC honey badger.jpg|thumb|none|350px|AAC Honey Badger - 7.62x35mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-Alfa==&lt;br /&gt;
The [[AK-Alfa]] appears as the &amp;quot;AK Alpha&amp;quot;.&lt;br /&gt;
[[File:AK-Alfa.jpg|thumb|none|350px|Kalashnikov USA/Israel (CAA) AK-Alfa - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears &amp;quot;AR-&amp;quot;GAR&amp;quot;&amp;quot; in Warface West.&lt;br /&gt;
[[file:AS Val.jpg|thumb|none|350px|AS Val - 9x39mm]]&lt;br /&gt;
[[file:Warface AS Val nowy holding.jpg|thumb|none|600px|The player holds the &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy aim.jpg|thumb|none|600px|The player aims to &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface AS Val lobby.jpg|thumb|none|300px|AS Val in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] appears as &amp;quot;CCR&amp;quot; in Warface West.&lt;br /&gt;
[[file:Bushmaster-acr-carbine.jpg|thumb|none|350px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Bushmaster ACR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR aim.jpg|thumb|none|600px|The player aims to &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR lobby.jpg|thumb|none|300px|Bushmaster ACR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A customized [[Colt M4A1]] is a starting weapon fir the Rifleman class in the game and appears as &amp;quot;R4A1&amp;quot;.&lt;br /&gt;
[[file:M4A1EOT.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt M4A1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt M4A1 lobby.jpg|thumb|none|300px|Colt M4A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|Colt M16A4]] appears as the &amp;quot;Colt M16A3&amp;quot;.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|350px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt M16A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears in the game as &amp;quot;R4 CQB&amp;quot; in Warface West.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|500px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II, and folding sights - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 holding.jpg|thumb|none|600px|The player holds the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 aim.jpg|thumb|none|600px|The player aims the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 reloading 1.jpg|thumb|none|600px|The player reloads the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 reloading 2.jpg|thumb|none|600px|The player reloads the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 lobby.jpg|thumb|none|300px|Mk 18 Mod 1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1==&lt;br /&gt;
The [[Daewoo K1]] appears as the &amp;quot;GU1&amp;quot;, and uses its Korean military classification as a Submachine Gun.&lt;br /&gt;
[[file:Carbine Daewoo K1.jpg|thumb|none|350px|Daewoo K1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K1 holding.jpg|thumb|none|600px|Holding the Daewoo K1.]]&lt;br /&gt;
[[file:Warface Daewoo K1 aim.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[file:Warface Daewoo K1 reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K1 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Daewoo K1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K1 lobby.jpg|thumb|none|300px|Daewoo K1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]].&lt;br /&gt;
[[file:Daewoo-K2.jpg|thumb|none|350px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K2 lobby.jpg|thumb|none|300px|Daewoo K2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85A2]].&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]].&lt;br /&gt;
[[file:FAMAS-F1.jpg|thumb|none|350px|FAMAS F1 -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FAMAS F1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface FAMAS F1 lobby.jpg|thumb|none|300px|FAMAS F1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FB MSBS-5.56B Radon==&lt;br /&gt;
The [[MSBS Series|FB MSBS-5.56B Radon]].&lt;br /&gt;
[[file:Msbs-5.45B_-_2014.JPG|thumb|none|350px|FB MSBS-5.56B Radon -  5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]].&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|none|350px|FN F2000 Tactical -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical lobby.jpg|thumb|none|300px|FN F2000 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] (previously the EXAR-L PDW in WF West) appears as a Kredit Box weapon and is classified as a submachine gun in-game. It is erroneously modeled with a standard SCAR stock instead of its special collapsing stock, and also features a Magpul MIAD pistol grip, PMAG, modified MBUS sights, and no gas block sight. It has an exclusive “Tactical Grip” attachment, taking the form of a magwell grip that aids in reload speed, accuracy, and sway reduction.&lt;br /&gt;
[[file:FN SCAR PDW (old).jpg|thumb|none|350px|FN SCAR PDW -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FN SCAR PDW holding.jpg|thumb|none|600px|A gold “EXAR-L PDW” in a player’s hands. The gold version has higher damage than the base version and 5 extra rounds crammed into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]].&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|350px|FN SCAR-H CQC -  7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface FN SCAR-H CQC lobby.jpg|thumb|none|300px|FN SCAR-H CQC in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]]. Appears as the &amp;quot;Z84&amp;quot;.&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch G36C in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KV]].&lt;br /&gt;
[[file:G36K-2.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36KV with intermediate 15.4 inch &amp;quot;CQB&amp;quot; barrel, export compromise carry handle with folding sights, and retractable butt-stock - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KVholding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch G36KV in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Carbine==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8|Heckler &amp;amp; Koch XM8 Carbine]].&lt;br /&gt;
[[file:XM8.JPG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Carbine - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Carbine in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Compact Carbine]]. Mistakenly classified as a sub-machine gun.&lt;br /&gt;
[[file:HK XM8 Compact.JPG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Compact - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL IA2==&lt;br /&gt;
The [[FAL#IMBEL IA2|IMBEL IA2]].&lt;br /&gt;
[[file:Imbel ia2.jpg|thumb|none|350px|IMBEL IA2 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMBEL IA2 lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil 7.62==&lt;br /&gt;
The [[Galil#Galil 7.62|IMI Galil 7.62]].&lt;br /&gt;
[[file:Galilarm-05.jpg|thumb|none|350px|IMI Galil 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Galil 7.62 holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Galil ARM lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|Tavor CTAR-21]] appears as the &amp;quot;Karkom SMG&amp;quot;. It is incorrectly classified as a submachine gun by the game and, as such, is available to Engineer rather than Rifleman.&lt;br /&gt;
[[file:IMI CTAR-21 Tavor.jpg|thumb|none|350px|IMI Tavor CTAR-21 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Tavor TAR-21|IMI Tavor TAR-21]]. Appears as the &amp;quot;Karkom&amp;quot; in Warface West and &amp;quot;Tavor TAR-21&amp;quot; in Warface East.&lt;br /&gt;
[[file:Tavor-tar.jpg|thumb|none|350px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 lobby.jpg|thumb|none|300px|IMI Tavor TAR-21 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-9==&lt;br /&gt;
The [[AK-9|Izhmash AK-9]] appears as &amp;quot;FY-9&amp;quot; in Warface West. Unlike other 9x39 assault rifle, AS &amp;quot;VAL&amp;quot;, AK-9 is used by the Engineer rather than Rifleman. Interestingly enough, &amp;quot;FY&amp;quot; name was also used in Crysis games for the AK-type rifle.&lt;br /&gt;
[[file:Ak-9.jpg|thumb|none|350px|Izhmash AK-9 with suppressor - 9x39mm]]&lt;br /&gt;
[[file:Warface AK-9 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash AK-9 lobby.jpg|thumb|none|300px|Izhmash AK-9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-103==&lt;br /&gt;
The [[AK-47#AK-103|Izhmash AK-103]] appears as the &amp;quot;FY-103&amp;quot; in Warface West.&lt;br /&gt;
[[file:AK103.jpg‎|thumb|none|350px|Izhmash AK-103 - 7.62x39mm]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 Custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 lobby.jpg|thumb|none|300px|Izhmash AK-103 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AK-47#AKM|Izhmash AKM]].&lt;br /&gt;
[[file:AKMRifle.jpg‎|thumb|none|350px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
A slightly modified [[Norinco QBZ-97]] appears as the &amp;quot;T27&amp;quot; in Warface West and &amp;quot;Type 97&amp;quot; in Warface East.&lt;br /&gt;
[[file:QBZ97A.jpg|thumb|none|350px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Norinco QBZ-95 lobby.jpg|thumb|none|300px|Norinco QBZ-97 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR-E==&lt;br /&gt;
The [[Remington ACR|Remington ACR-E]].&lt;br /&gt;
[[file:ACR-E.jpg|thumb|none|350px|Remington ACR-E with 10.5-inch barrel and folding stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Salient Arms International GRY==&lt;br /&gt;
The [[Salient Arms International GRY]] appears as the SAI GRY AR-15 (formerly WAI GRAY RG-15 in Warface West), fitted with an extended 40 round magazine.&lt;br /&gt;
[[File:SAI GRY.jpg|thumb|none|350px|Salient Arms International GRY - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 551==&lt;br /&gt;
The [[SIG SG 551]].&lt;br /&gt;
[[file:Sig-551.jpg|thumb|none|350px|SIG SG 551 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface SIG SG 551 holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 551 lobby.jpg|thumb|none|300px|SIG SG 551 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]]&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|none|350px|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface SIG SG 552 holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 552 lobby.jpg|thumb|none|300px|SIG SG 552 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]].&lt;br /&gt;
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 Custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 lobby.jpg|thumb|none|300px|Steyr AUG A3 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 with HBAR barrel==&lt;br /&gt;
The [[Steyr AUG A3]] appears with a long HBAR-style barrel as the &amp;quot;AUG A3 HBAR&amp;quot;.&lt;br /&gt;
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|400px|Steyr AUG HBAR - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR lobby.jpg|thumb|none|300px|Steyr AUG HBAR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]].&lt;br /&gt;
[[file:Sturmgewehr 44.jpg|thumb|none|350px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 holding 1.jpg|thumb|none|600px|The player holds the &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 holding 2.jpg|thumb|none|600px|The player holds the &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 custom 1.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 custom 2.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 lobby.jpg|thumb|none|300px|Sturmgewehr 44 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt Model 950 LMG==&lt;br /&gt;
The [[Colt_Model_950_LMG#Diemaco.2FColt_Canada_C7.2FC7A1_LSW|Colt Model 950 LMG]]. Appears as the &amp;quot;M16A2 LMG&amp;quot;.&lt;br /&gt;
[[file:Model 950 C7A1 LSW.jpg|thumb|none|350px|Diemaco C7A1 LSW/Colt Model 950 LMG - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG lobby.jpg|thumb|none|300px|Colt Model 950 LMG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K3==&lt;br /&gt;
The [[Daewoo K3]] appears as the &amp;quot;GU3&amp;quot; in Warface West, consistent with the (re)naming of other Daewoo weapons.&lt;br /&gt;
[[file:Korean Pig.jpg|thumb|none|350px|Daewoo K3 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;GU3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K3 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K3 reloading 1.jpg|thumb|none|600px|Reloading the Daewoo K3.]]&lt;br /&gt;
[[file:Warface Daewoo K3 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Daewoo K3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K3 lobby.jpg|thumb|none|300px|Daewoo K3 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The FN [[M240B]] appears as the &amp;quot;LMG240&amp;quot; in Warface West and &amp;quot;M240B&amp;quot; in other versions. Originally it was the only weapon that didn't have standard version and was available only in Elite (Crown) version. Now it is exclusive for the &amp;quot;Battle Royale&amp;quot; game mode.&lt;br /&gt;
[[file:M240-1.jpg|thumb|none|350px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 PARA==&lt;br /&gt;
The [[M249|FN M249 PARA]].&lt;br /&gt;
[[file:Fn mg m249para11-1-.jpg|thumb|none|350px|FN M249 PARA - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface FN M249 PARA holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN M249 PARA&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN M249 PARA aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN M249 PARA&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN M249 PARA custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4KE==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4|Heckler &amp;amp; Koch MG4KE]].&lt;br /&gt;
[[file:MG4KE.jpg|thumb|none|350px|Heckler &amp;amp; Koch MG4KE - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MG4KE in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
A hybrid of the [[Heckler &amp;amp; Koch G36]] with the G36C carrying handle and a C-Mag is misnamed &amp;quot;H&amp;amp;K MG36&amp;quot; in Warface East. MG36 was an abandoned variant of the G36, which was even mentioned in the translated Warface East item description, except that the depicted weapon is not the MG36 since the carrying handle is from the G36C. Warface West just calls it a &amp;quot;ZX84 MG&amp;quot;, circumventing the whole &amp;quot;portraying real weapons with real names&amp;quot; mess.&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|400px|none|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|400px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 holding.jpg|thumb|none|600px|Holding the 100-round G36.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 aim.jpg|thumb|none|600px|Aiming through the sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 reloading 1.jpg|thumb|none|600px|Reloading a new C-Mag.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 lobby.jpg|thumb|none|300px|&amp;quot;Heckler &amp;amp; Koch MG36&amp;quot; in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Automatic Rifle==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[file:XM8LMG.jpg|thumb|none|350px|Heckler &amp;amp; Koch XM8 Automatic Rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Automatic Rifle lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Automatic Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]].&lt;br /&gt;
[[file:M60E4 large.jpg|thumb|none|350px|M60E4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface M60E4 lobby.jpg|thumb|none|300px|M60E4 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Molot RPK==&lt;br /&gt;
The Molot [[RPK]].&lt;br /&gt;
[[file:Rpk_01_drum.jpg|thumb|none|350px|Molot RPK - 7.62x39mm]]&lt;br /&gt;
[[file:Warface Izhmash RPK holding.jpg|thumb|none|600px|The player holds the &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK aim.jpg|thumb|none|600px|The player aims to &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash RPK lobby.jpg|thumb|none|300px|Molot RPK in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]].&lt;br /&gt;
[[file:Pecheneg.jpg|thumb|none|350px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MG3==&lt;br /&gt;
The [[Rheinmetall MG3]].&lt;br /&gt;
[[file:MG 3.jpg|thumb|none|350px|Rheinmetall MG3 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]].&lt;br /&gt;
[[file:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|350px|Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface AWM holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface AWM lobby.jpg|thumb|none|300px|Accuracy International Arctic Warfare Magnum in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AS50==&lt;br /&gt;
The [[Accuracy International AS50]].&lt;br /&gt;
[[file:As50sr.jpg|thumb|none|350px|Accuracy International AS50 - .50 BMG]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 lobby.jpg|thumb|none|300px|Accuracy International AS50 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AX308==&lt;br /&gt;
The [[Accuracy International AX308]].&lt;br /&gt;
[[file:AI AX.jpg|thumb|none|350px|Accuracy International AX308 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The [[Barrett Model 98 Bravo]].&lt;br /&gt;
[[file:0129481.jpg|thumb|none|350px|Barrett M98B - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo holding.jpg|thumb|none|600px|The player holds the &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo lobby.jpg|thumb|none|300px|Barrett M98 Bravo in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]].&lt;br /&gt;
[[file:Berrett M107.jpg|thumb|none|350px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[file:Warface Barrett M107 lobby.jpg|thumb|none|300px|Barrett M107 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]].&lt;br /&gt;
[[file:M200-tan.jpg|thumb|none|350px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention holding.jpg|thumb|none|600px|The player holds the &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention lobby.jpg|thumb|none|300px|Cheyenne Tactical M-200 Intervention in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Mk. 12 Mod 0 SPR==&lt;br /&gt;
The [[Mk 12 Special Purpose Rifle|Colt Mk. 12 Mod 0 SPR]].&lt;br /&gt;
[[file:Mk12Mod0.jpg|thumb|none|350px|Colt Mk. 12 Mod 0 SPR - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR lobby.jpg|thumb|none|300px|Colt Mk. 12 Mod 0 SPR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Special Purpose Rifle==&lt;br /&gt;
The [[FN FAL#DSA SA58 Special Purpose Rifle|DSA SA58 Special Purpose Rifle]].&lt;br /&gt;
[[file:DSA SA58 SPR.jpg|thumb|none|350px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==DSR-Precision DSR-1==&lt;br /&gt;
The [[DSR-Precision DSR-1]].&lt;br /&gt;
[[file:Dsr1.jpg|thumb|none|350px|DSR-Precision DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface DSR-Precision DSR-1 lobby.jpg|thumb|none|300px|DSR-Precision DSR-1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-6]].&lt;br /&gt;
[[file:SL8-1 newModel.jpg|thumb|none|350px|Heckler &amp;amp; Koch SL8-6 Commercial rifle - 5.56x45mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-6 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch SL8-6 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Sharpshooter Rifle==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Sharpshooter Rifle]]. Appears as the &amp;quot;ACR7 SNR&amp;quot;.&lt;br /&gt;
[[file:XM8 Sharpshooter.PNG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Sniper Tavor STAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Sniper Tavor STAR-21|IMI Sniper Tavor STAR-21]]. There are two versions of the STAR-21 in the game. The first one is a fully automatic &amp;quot;Karkom SNR&amp;quot; which uses black body finish and was removed from the shop in all versions of the game. The second one is a semi-automatic &amp;quot;Karkom SNR Navy Blue&amp;quot; which, obviously, has navy blue body finish and is currently available for the in-game currency after unlocking.&lt;br /&gt;
[[file:Tavorstar.jpg|thumb|none|350px|IMI Sniper Tavor STAR-21 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMI Sniper Tavor STAR-21 lobby.jpg|thumb|none|300px|IMI Sniper Tavor STAR-21 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The Izhmash [[SVD Dragunov]] is a starting weapon for the Sniper class and appears the &amp;quot;SVK&amp;quot; in Warface West.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|350px|Izhmash SVD Dragunov - 7.62x54mm R.]]&lt;br /&gt;
[[file:Warface SVD Dragunov holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Warface SVD Dragunov lobby.jpg|thumb|none|300px|Izhmash SVD Dragunov in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==KBP OTs-03 SVU-AS Dragunov==&lt;br /&gt;
The KBP OTs-03 [[SVU Dragunov]] appears as the &amp;quot;SVK-AS&amp;quot; in Warface West. It is one of four fully-automatic sniper rifles in game. It holds incorrect 15 (20 for the Golden version) rounds in standard 10-round magazine. Unlike on many other sniper rifles with built-in bipods, you can actually (un)fold SVU's bipod through the customization menu.&lt;br /&gt;
&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|350px|KBP OTs-03 SVU Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==M39 Enhanced Marksman Rifle==&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle]].&lt;br /&gt;
[[file:M-39EMR.jpg|thumb|none|350px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface M39 Enhanced Marksman Rifle lobby.jpg|thumb|none|300px|M39 Enhanced Marksman Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle==&lt;br /&gt;
The [[M40A5 Sniper Rifle]].&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|350px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Remington M40A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington M40A3 lobby.jpg|thumb|none|300px|M40A5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Masada SPR==&lt;br /&gt;
The [[Magpul Masada|Magpul Masada SPR]].&lt;br /&gt;
[[file:Masada-3.jpg|thumb|none|350px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR lobby.jpg|thumb|none|300px|Magpul Masada SPR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan CS5==&lt;br /&gt;
The [[McMillan CS5]].&lt;br /&gt;
[[file:CS5.jpg|thumb|none|350px|McMillan CS5 - .308 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
The Norinco [[QBU-88]].&lt;br /&gt;
[[file:Qbu-88-0.jpg|thumb|none|350px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 lobby.jpg|thumb|none|300px|Norinco QBU-88 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==ORSIS T-5000==&lt;br /&gt;
The [[ORSIS T-5000]].&lt;br /&gt;
[[File:ORSIS T-5000.jpg|thumb|none|350px|ORSIS T-5000 - .308 Winchester]]&lt;br /&gt;
[[file:Warface ORholdingSIS T-5000.jpg|thumb|none|600px|The player holds the &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 lobby.jpg|thumb|none|300px|ORSIS T-5000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington RSASS==&lt;br /&gt;
The [[Remington RSASS]].&lt;br /&gt;
[[file:RSASS alt.jpg|thumb|none|350px|Remington RSASS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 550 SR==&lt;br /&gt;
The [[SIG SG 550 SR]].&lt;br /&gt;
[[file:550sniper.jpg|thumb|none|350px|SIG SG 550 SR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR lobby.jpg|thumb|none|300px|SIG SG 550 SR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
The [[Steyr Scout]].&lt;br /&gt;
[[file:Scout.jpg|thumb|none|350px|Steyr Scout - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Unique Alpine TPG-1==&lt;br /&gt;
The [[Unique Alpine TPG-1]].&lt;br /&gt;
[[file:TPG1.jpg|thumb|none|350px|Unique Alpine TPG-1 - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 holding.jpg|thumb|none|600px| The player holds the &amp;quot;Unique Alpine TPG-1&amp;quot;..]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 reloading 1.jpg|thumb|none|600px| The player reloads &amp;quot;Unique Alpine TPG-1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 reloading 2.jpg|thumb|none|600px| The player reloads &amp;quot;Unique Alpine TPG-1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 custom.jpg|thumb|none|600px| Customization menu.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 lobby.jpg|thumb|none|300px|Unique Alpine TPG-1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]].&lt;br /&gt;
[[file:Vss1.jpg|thumb|none|350px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[file:Warface VSS Vintorez holding.jpg|thumb|none|600px|The player holds the &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface VSS Vintorez lobby.jpg|thumb|none|300px|VSS Vintorez in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]].&lt;br /&gt;
[[file:Walther-WA2000.jpg|thumb|none|350px|Walther WA 2000 - .300 Winchester]]&lt;br /&gt;
[[file:Warface Walther WA 2000 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 lobby.jpg|thumb|none|300px|Walther WA 2000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN EGLM==&lt;br /&gt;
The [[FN EGLM]]&lt;br /&gt;
[[file:Mk13.jpg|thumb|none|350px|FN EGLM - 40mm]]&lt;br /&gt;
[[file:Warface FN EGLM.jpg|thumb|600px|none|FN EGLM in game.]]&lt;br /&gt;
&lt;br /&gt;
==SA-18 Grouse==&lt;br /&gt;
The [[SA-18 Grouse]] appears in the game's PVE missions. It is incorrectly referred to as the SA-16 (actually a later version despite what the NATO reporting name would suggest) however that features a conical seeker cover, as oppsoed to the cylindrical SA-18 cover used on the game model.&lt;br /&gt;
[[file:Igla 191.jpg|thumb|none|350px|SA-18 Grouse launcher and missile - 72mm]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 1.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 2.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 3.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==Anti-personnel mine==&lt;br /&gt;
[[file:Warface mine 1.jpg|thumb|none|600px|Anti-personnel mine in game.]]&lt;br /&gt;
[[file:Warface mine 2.jpg|thumb|none|600px|Anti-personnel mine in game.]]&lt;br /&gt;
&lt;br /&gt;
==Flashbang grenade==&lt;br /&gt;
[[file:Warface flashbang 1.jpg|thumb|none|600px|Flashbang grenade in game.]]&lt;br /&gt;
[[file:Warface flashbang 2.jpg|thumb|none|600px|Flashbang grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Four types of [[M18 smoke grenade]] can be found in-game. White, Blue, Red, and Yellow.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 1.jpg|thumb|600px|none|Yellow M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 2.jpg|thumb|600px|none|Blue M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 3.jpg|thumb|600px|none|Throwing a blue smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The &amp;quot;M18 Claymore&amp;quot; (named &amp;quot;R18 Claymore&amp;quot; in Warface West, referred as &amp;quot;R18A1 Claymore&amp;quot; in Warface West description, also referred as simply &amp;quot;Directional Mine&amp;quot; in some places) is actually an [[M18A1 Claymore]] due to its scissor-legs. It is triggered by lasers.&lt;br /&gt;
[[file:M18a1 07.jpg|thumb|none|150px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[file:Warface M18A1 Claymoree 1.jpg|thumb|none|600px|Holding a Claymore in game.]]&lt;br /&gt;
[[file:Warface M18A1 Claymoree 2.jpg|thumb|none|600px|A planted Claymore.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
The [[M26 hand grenade]].&lt;br /&gt;
[[file:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[file:Warface M26 hand grenade 1.jpg|thumb|none|600px|M26 hand grenade in game.]]&lt;br /&gt;
[[file:Warface M26 hand grenade 2.jpg|thumb|none|600px|M26 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division&amp;diff=1195056</id>
		<title>The Division</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division&amp;diff=1195056"/>
		<updated>2018-07-05T01:29:26Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: Added RPK E variant pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
[[Image:TDiv Logo.jpg|thumb|right|300px|''Tom Clancy's The Division (2016)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division''''' is a MMOTPS for the PC, PS4 and Xbox One. The game is being developed by Ubisoft Massive, the creators of the acclaimed strategy game ''[[World in Conflict]]''.&lt;br /&gt;
A sequel was announced in March 2018, and is slated to release in early 2019. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. There is also a special variant called &amp;quot;Damascus&amp;quot;, which sports a two-tone silver and white finish with black engravings. It has a special ability where it gains 20% more damage within 2 seconds of drawing the weapon, but subsequently looses 20% damage after 2 seconds.&lt;br /&gt;
&lt;br /&gt;
It is also the standard-issue sidearm of JTF troops, who will sometimes be armed with an M9 and nothing else.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision Beretta 1.jpg|thumb|none|600px|3D model of the M9 with cocked hammer.]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with an M9 in his thigh holster.]]&lt;br /&gt;
[[Image:Division-Beretta-1.jpg|thumb|none|600px|A &amp;quot;non hostile&amp;quot; Division Agent is seen holding a Beretta M9 on a potential enemy.]]&lt;br /&gt;
[[Image:Division-Beretta-2.jpg|thumb|none|600px|The Division Agent is seen reloading his Beretta M9 after betraying his team.]]&lt;br /&gt;
[[Image:Division-ShotgunPistol-1.jpg|thumb|none|600px|Bronson seen with his Beretta M9.]]&lt;br /&gt;
[[Image:TheDivision Damascus.jpg|thumb|none|600px|The unique Damascus. It was dismantled for a high-end D-Tech shortly after this screencap was captured.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
The [[Beretta M9A1]] appears with a 20-round magazine and wood grips as the &amp;quot;Officers M9 A1&amp;quot;. It is strangely only capable of using barrel attachments like the standard M9, despite having an underside rail.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|thumb|none|300px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:DivisionM9A1Reload.jpg|thumb|none|600px|A Division agent reloads her M9A1 as she gazes upon the glory that is the USS Intrepid]]&lt;br /&gt;
[[Image:DivisionM9A1.jpg|thumb|none|600px|Inspecting the Beretta M9A1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears in The Division. It is the only sidearm capable of firing in bursts and it is possible to have it fire in quasi-full auto by timing the bursts.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision Beretta 93R.jpeg|thumb|none|600px|The Beretta 93R in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot;. The &amp;quot;Type T&amp;quot; variant has a threaded barrel and extended magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:DivisionPx4Stormcompact.jpg|thumb|none|600px|The Px4 Storm in-game.]]&lt;br /&gt;
[[Image:Division-PX4-1.jpg|thumb|none|600px|A Division Agent holds her Px4. Note what appears to be a full size grip with compact barrel and slide, though it may be the angle making it look stubby.]]&lt;br /&gt;
[[Image:TheDivision Px4 SD.jpg|thumb|none|600px|The SD (Special Duty) variant of the Px4 Storm, known as the &amp;quot;Type T&amp;quot; in the game. It probably stands for &amp;quot;Tactical&amp;quot;, however there is no &amp;quot;T&amp;quot; model of this gun in real life. As a matter of fact, the SD is only available in Type F configuration (SA/DA with decocker and manual safety).]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 20DS==&lt;br /&gt;
The [[Chiappa Rhino 20DS]] appears in The Division as the &amp;quot;Snubnosed Rhino&amp;quot;. &lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[image:TheDivision Rhino 20DS.jpeg|thumb|none|600px|The Rhino 20DS in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]] appears in The Division as the &amp;quot;Rhino&amp;quot;. &lt;br /&gt;
[[Image:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|300px|Chiappa Rhino 40DS (4&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision Rhino 40DS.jpeg|thumb|none|600px|The Chiappa Rhino 40DS in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
The [[Chiappa Rhino#Chiappa Rhino 60DS|Chiappa Rhino 60DS]] appears as the &amp;quot;Rhino Special&amp;quot; in The Division. It is so far the only sidearm capable of mounting a sight attachment (although only small ones). A special version called the &amp;quot;Golden Rhino&amp;quot; appears as an exotic weapon, which it sports a golden finish and an increased stagger chance.&lt;br /&gt;
[[File:Rhino6 Bianca.jpg|thumb|none|350px|Chiappa Rhino 60DS (6&amp;quot; barrel version), current production model with hard chrome plating - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision Rhino 60DS.jpeg|thumb|none|600px|The Chiappa Rhino 60DS in The Division.]]&lt;br /&gt;
[[Image:TheDivision Rhino 60DS close.jpeg|thumb|none|600px|The Rhino 60DS with a few accessories.]]&lt;br /&gt;
[[Image:TheDivision GoldenRhino.jpg|thumb|none|600px|The Golden Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
An unmodified [[M1911A1]] appears as the &amp;quot;M1911&amp;quot; in game. Interestingly enough, when compared to its modern day successor, the [[Colt M45A1 CQBP]] (also in game), the M1911 does slightly more damage than the M45A1, yet they are based on the same platform, though this difference in damage may just be for balance purposes. There is an exotic variant called &amp;quot;The Centurion&amp;quot;, which is an ornate, nickel-plated M1911 with ivory grips and gold engravings, and deals bonus headshot damage if paired with the &amp;quot;Liberator&amp;quot; exotic assault rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by cleaner snipers as their sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[Image:DivisionM1911A1.jpg|thumb|none|600px|The M1911A1 in the weapon customization]]&lt;br /&gt;
[[Image:Division-1911-1.jpg|thumb|none|600px|A Division Agent holds her suppressed M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] appears ingame as an available weapon. It is also seen as the sidearm of the female snipers belonging to the Rikers, which they will draw at close range. Interestingly enough, when compared to its predecessor, the [[Colt M1911A1]] (also in game), the M1911 does slightly more damage than the M45A1, yet they are based on the same platform, though this change in damage may just be for balance purposes.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision M45A1-menu.jpg|thumb|none|600px|A default M45A1 CQBP in the menu screen. Here you can see the visibly extended, and threaded barrel, which allows for the attachment of muzzle devices.]]&lt;br /&gt;
[[Image:TheDivision M45A1-inspect.jpg |thumb|none|600px|A Division Agent inspects his customized M45A1 with an attached SilencerCo .45 Osprey suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45 / MEU(SOC) ==&lt;br /&gt;
The [[Colt_M45A1_CQBP#M45_.2F_MEU.28SOC.29|Colt M45]] pistol appears in game as the &amp;quot;Tactical M1911&amp;quot; and appears with a silver frame and black grips. It features a threaded barrel and underside rails for a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used as the sidearm of choice by shielded heavy gunners of the Last Man Batallion.&lt;br /&gt;
&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|400px|M45 MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==FNP-45==&lt;br /&gt;
The [[FNP-45]] was added to the game via the 1.3 update, and appears as the &amp;quot;X-45&amp;quot;.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 Silver slide - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision FNP45.jpg|thumb|none|600px|FN FNP-45 with no mods equipped.]]&lt;br /&gt;
&lt;br /&gt;
==FNP-45 Tactical==&lt;br /&gt;
The [[FNP-45 Tactical]] was added to the game via the 1.3 update, and appears as the &amp;quot;First Wave X-45&amp;quot;.&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[File:TheDivision FNP45Tac.jpg|thumb|none|600px|FNP-45 Tactical with no mods equipped.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
A generic model [[Desert Eagle]] is depicted in graffiti.&lt;br /&gt;
[[Image:DesertEagleMarkVIInickel.jpg|thumb|none|390px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[File:Divisiondeagle.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] is the pistol used by a small group of rioters. It is called the &amp;quot;First Wave PF45&amp;quot; ingame. Interestingly enough, in one of the ECHO reconstructions, it is marked in the hand of a rioter under the correct name of M&amp;amp;P45.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of rioters, although notably by elite rioter grenadiers, who will still continue using this handgun despite their compatriots moving onto machine pistols and submachine guns.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:Division-AK-2.jpg|thumb|none|600px|The Rikers take selfies while posing with their weapons.]]&lt;br /&gt;
[[Image:DivisionM&amp;amp;P45.jpg|thumb|none|600px|The M&amp;amp;P45 ingame. Note the 4.5&amp;quot; barrel]]&lt;br /&gt;
[[Image:DivisionCustomM&amp;amp;P.jpg|thumb|none|600px|&amp;quot;Custom&amp;quot; M&amp;amp;P45 with a threaded barrel and extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] appears as the &amp;quot;586 Magnum&amp;quot;.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision SWModel686-menu.jpg |thumb|none|600px|The &amp;quot;586 Magnum&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SWModel686-inspect.jpg|thumb|none|600px|A Division Agent inspects his &amp;quot;586 Magnum&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision_SWModel686-reload.jpg|thumb|none|600px|A Division Agent reloads his &amp;quot;586 Magnum&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The &amp;quot;Police 686 Magnum&amp;quot; [[Smith &amp;amp; Wesson Model 686]] is another revolver available in game, and appears to have generally better stats than the Model 586.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-menu.jpg |thumb|none|600px|The &amp;quot;Police 686 Magnum&amp;quot; as seen in the menu. Note the default nickel finish, Hogue grip, and the longer 6&amp;quot; barrel compared to the Model 586.]]&lt;br /&gt;
[[Image:Division686Magnum.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-reload1.jpg |thumb|none|600px|In a rare, very un-Tom-Clancy-ish manner, the Agent empties his &amp;quot;Police 686 Magnum&amp;quot; without the use of the extractor rod....]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-reload2.jpg |thumb|none|600px|... and then reloads the cylinder. Note the floating speedloader being tossed away to the right.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
An [[MP5A3]] with a navy trigger group, half a KAC M4 handguard, and a sight rail bolted to the gun, identical to the one in [[Sicario]], appears as the &amp;quot;Navy MP5N,&amp;quot; and is the first weapon available in the full game. A custom MP5 variant produced by TSC Machine is also available at higher ranks later in the game, called the &amp;quot;MP5 ST&amp;quot;. The two guns are particularly popular with the playerbase, due to their high rate of fire (800RPM default) and overall well-rounded stats.&lt;br /&gt;
&lt;br /&gt;
An [[MP5A4]] with rails bolted to the handguard and a sight rail is one of the available SMGs in the Beta. In the final game, it appears as the &amp;quot;Burst-fire MP5&amp;quot;, which as the name describes; is only capable of firing in 3-round bursts.&lt;br /&gt;
&lt;br /&gt;
Customized MP5A3s are used by Rikers gang leaders, while customized MP5A4s are used by elite Rikers grenadiers. Named Rikers gang leaders make use of a customized TSCM MP5. Elite snipers of the Last Man Battalion also use MP5A3s as their sidearm when engaged in close combat.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3RIS.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision MP5A4 1.jpg|thumb|none|600px|Customizing the MP5A4. For some reason its magazine holds 32 rounds.]]&lt;br /&gt;
[[Image:TheDivision MP5A4 2.jpg|thumb|none|600px|A Division Agent reloads his MP5A4 fitted with a Magpul MVG vertical foregrip.]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|TSC Machine MP5 Navy ST - 9x19mm]]&lt;br /&gt;
[[File:Division MP5ST.jpg|thumb|none|600px|Showing off a customized MP5 Navy ST in the prologue level of the Underground DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. It is modeled with a 40 round magazine but only holds a default of 20 rounds, although attaching &amp;quot;Extended Mags&amp;quot; may bring the magazine capacity closer to, exactly and/or exceeding its correct amount. The weapon currently has the fastest RoF of any SMG in the game, with a base speed of 950 RPM.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by high-level Cleaners grenadiers.&lt;br /&gt;
[[Image:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[Image:TheDivision MP7A2-menu.jpg|thumb|none|600px|The MP7A2 as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision MP7A2-inspect.jpg|thumb|none|600px|A Division Agent inspects his customised MP7A2 with a red dot scope, compensator, red Fortis SHIFT foregrip, and an incredibly tacky neon green paint job.]]&lt;br /&gt;
[[Image:TheDivision MP7A2-reload.jpg|thumb|none|600px|The Division Agent reloads a default MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in The Division as the &amp;quot;UMP-45&amp;quot;. Three variants exist, one is the &amp;quot;Police UMP45&amp;quot;, which uses factory parts. The &amp;quot;Tactical UMP&amp;quot; has a Magpul stock installed. The last is the &amp;quot;Converted USC&amp;quot;, which is listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon features a free, unique talent that gives it +10% damage against targets in cover.&lt;br /&gt;
[[Image:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision UMP.jpeg|thumb|none|600px|The UMP45 in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears in The Division as the &amp;quot;Converted USC&amp;quot;. The name implies that that this in fact a USC that has been converted to fully automatic, as opposed to other semi-auto civilian models of automatic weapons in the game that retain the name of their fully automatic counterparts (such as with the G36). In real life, the USC is a semi-automatic carbine. The ingame version has the correct 16 inch barrel but uses 20 round magazines instead of the 10 round magazines that come standard with the real USC. Additionally, the 16 inch barrel will disappear if a barrel attachment is mounted (with no penalty to stats, no less), reverting to the 8 inch barrel of standard UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision USC.jpeg|thumb|none|600px|The Heckler &amp;amp; Koch USC in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
A stripped-down [[FN P90]] is used in the standard automated sentry guns deployed by division agents, which unfolds from a briefcase-like form and balanced on a small tripod. The gun has unlimited ammunition once deployed and is capable of tracking targets in a 360 degree radius; but has limited health, effective range, and life span.&lt;br /&gt;
&lt;br /&gt;
While most of the gun's extra parts has been stripped out since the gun was not meant to be fired by a person; it still uses the proprietary 50-round transparent magazines exclusive to the P90. This can be clearly observed by going to the JTF base's electronics wing and going to the division tech section, where a person is working on an inert sentry gun can be observed.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[Image:Division-LMG-1.jpg|thumb|none|600px|Bronson with a sentry gun deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] appears as an exotic weapon in the game in two forms. One is it's standard form with a 30-round stick magazine simply called &lt;br /&gt;
&amp;quot;Thompson M1928&amp;quot;, and another one with a 50-round drum mounted called &amp;quot;Tommy Gun&amp;quot;. The weapon's magazine is the only customization part and it has a unique talent that boost it's hipfire damage by 11%; encouraging you to live out your classic mobster dreams in the streets of modern NYC (Even if its impractical due to the Thompson's high rate of fire and lackluster handling.).&lt;br /&gt;
&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision Tommy 2.jpg‎ |thumb|none|600px|&amp;quot;Tommy Gun&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] was added into the game via the 1.3 Update. It appears as both the &amp;quot;PP-19&amp;quot; and the &amp;quot;Enhanced PP-19&amp;quot;, the only difference being stat changes and Magpul furniture. It has the highest magazine capacity of any SMG at 53 rounds and capable of reaching over 100 with an &amp;quot;Extended Mag&amp;quot; upgrade, but lacks the ability to mount fore-end mods due to his bottom-mounted helical magazine (strangely, including laser sights, despite perfectly able to mount a side rail).&lt;br /&gt;
&lt;br /&gt;
The weapon is used by rogue first-wave agents  in legendary difficulties (An odd choice for an American sleeper team sponsored by their government to operate locally) and sometimes by the Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:TheDivision PP-19.jpg|thumb|none|600px|The standard PP-19 Bizon-2 with side-folding stock.]]&lt;br /&gt;
[[Image:TheDivision PP-19 Bison.jpg|thumb|none|600px|The &amp;quot;Enhanced&amp;quot; PP-19 Bizon-2 with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is an exotic-tier weapon added in update 1.8, called &amp;quot;The House&amp;quot;. It has a special ability where it will randomly bestow an additional 20% more damage to either the first or last half of the magazine, depending on the card flipped on the status screen (the white card stands for the first 50%, while the black card stands for the last 50%).&lt;br /&gt;
&lt;br /&gt;
Due to it's status of essentially being a better MP5 Navy with a clear-cut damage boost and unique aesthetic, its one of the most sought-after end-game weapons in the game, to the point people are willing to go on hour-long Manhunts in the Dark Zone just to be able to steal one off an (un)lucky person and extract it out (although its also obtainable by chance through all world bosses and the Underground).&lt;br /&gt;
&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision House 1.jpg|thumb|none|600px|&amp;quot;The House&amp;quot;]]&lt;br /&gt;
[[Image:TheDivision House 2.jpg|thumb|none|600px|The MPX customized with Aimpoint Micro T-1 red dot sight, loud vent brake, wolf gray vertical grip, and Green Stealth camo - one of the rarest weapon finishes in the game (excluding the ones you can pay for).]]&lt;br /&gt;
[[Image:TheDivision House 3.jpg|thumb|none|600px|Reloading &amp;quot;The House&amp;quot;, one of the most sought-after weapons in the current version of the game.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]], a rather out-of-place obscure Italian &amp;quot;improved&amp;quot; clone of the [[IMI Uzi]] produced from 1984 to 1989, appears in ''The Division'' as the &amp;quot;Black Market T821&amp;quot;. A version with a folding wire stock appears as the &amp;quot;Police T821&amp;quot;. There is also a unique, exotic variant called &amp;quot;Midas&amp;quot;, which sports a two-tone gold and black finish, and has a special ability where it reduces an opponents damage by 20%, but it's damage is also reduced.&lt;br /&gt;
&lt;br /&gt;
The Black Market variant is primarily used by The Cleaners' and the Rikers' standard grenadiers. Rioter squad leaders also make use of the weapon, who like their compatriots, like to fire it sideways &amp;quot;gangster-style&amp;quot; (and being able to snipe players from absurd distances and elevations while doing so, no less). The weapon is also used by some named elite LMB heavy gunners, who use it as their sidearm with an array of aftermarket parts, along with an M60E4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm]]&lt;br /&gt;
[[Image:Division-UZI-1.jpg|thumb|none|600px|The Socimi Type 821 ingame.]]&lt;br /&gt;
[[Image:Division-UZI-2.jpg|thumb|none|600px|A Division Agent holds her Socimi Type 821.]]&lt;br /&gt;
[[File:DivisionT821.jpg|thumb|none|600px|The stocked Type 821.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;Tactical Vector 45 ACP&amp;quot; appears as the SDP stockless version, the &amp;quot;Vector 45 ACP&amp;quot; with the standard folding stock, and finally a variant equipped with an M4 style collapsible stock called the &amp;quot;First Wave Vector 45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon appears prominently throughout game promotional material and artworks in the hands of Division agents, but is strangely never actually used by NPCs in-game. It's most prominent appearance is in the live-action &amp;quot;Agent Origins&amp;quot; trailer, where it is used by several Division agents with a slew of aftermarket attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with a TDI Vector at the ready.]]&lt;br /&gt;
[[Image:TDiv Vector.jpg|thumb|none|600px|A Division Agent engages hostiles with a TDI Vector.]]&lt;br /&gt;
[[Image:Division-Vector-2.jpg|thumb|none|600px|A Division Agent armed with his Vector.]]&lt;br /&gt;
[[File:DivisionVector.jpg|thumb|none|600px|The default KRISS Vector in the final game.]]&lt;br /&gt;
[[File:DivisionlongVector.jpg|thumb|none|600px|The &amp;quot;First Wave Vector 45 ACP&amp;quot; with a Magpul MOE stock, Osprey .45 suppressor, and receiver extension.]]&lt;br /&gt;
[[File:KRISS-SDP.jpg|thumb|none|400px|KRISS SDP - .45 ACP]]&lt;br /&gt;
[[Image:Thedivisiontdivector.jpg|thumb|none|600px|A Division Agent armed with an accessorized SDP Vector.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Mini==&lt;br /&gt;
The Division Agent Megan is seen armed with an [[Intratec TEC-9]] in pre-release footage. The standard TEC-9 is referred to as the &amp;quot;Converted SMG-9 A2&amp;quot; in-game, while the Tec-9 Mini is simply indexed as the &amp;quot;Converted SMG-9&amp;quot;. It has two unique versions named &amp;quot;Eir&amp;quot; and &amp;quot;Hildr&amp;quot;, which have silver and gold finishes respectively, and has a boost designed to work as a pair.&lt;br /&gt;
&lt;br /&gt;
Both TEC-9 variants are exclusively used by rioters of various ranks, all of whom fire it &amp;quot;gangster-style&amp;quot;. Rioters using the A2 variant also have a PEQ-2 laser attached on the barrel shroud, despite the weapon not having a rail mounted there.&lt;br /&gt;
[[image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[image:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[Image:Division-Tec9-1.jpg|thumb|none|600px|Division Agent Megan making her way through the Darkzone with her TEC-9.]]&lt;br /&gt;
[[Image:Division-Tec9-2.jpg|thumb|none|600px|Megan deploying a grenade while armed with her TEC-9.]]&lt;br /&gt;
[[Image:DivisionTec9.jpg|thumb|none|600px|TEC-9 in the customization display.]]&lt;br /&gt;
[[Image:DivisionTec9Mini.jpg|thumb|none|600px|Posing with the TEC-9 Mini.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears ingame as three variants. The first is the standard &amp;quot;AUG A3 Para XS&amp;quot;, which uses an A2-style flat-top rail with the integral grip replaced with another rail. The second is the &amp;quot;Enhanced AUG A3P&amp;quot;, which uses an A3-style top rail with the forend removed and has an olive drab finish. The third is the &amp;quot;Tactical AUG A3P&amp;quot;, which uses an A3 CQC-style forend and tan finish. The guns are popular in the game for having a combination of high accuracy with decent RoF and damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by more elite or specialized enemies in the game. The A3 Para XS variant is used by some named elite cleaner grenadiers with a silencer and standard LMB medics. The Enhanced variant is used by elite medics of the Last Man Batallion and rogue first-wave agents with a variety of customizations.&lt;br /&gt;
&lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|400px|AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[Image:DivisionAUGPara.jpg|thumb|none|600px|A Division Agents holds her AUG A3 9mm XS as she feels like there might be something behind her.]]&lt;br /&gt;
[[Image:DivisionAUGParaReload.jpg|thumb|none|600px|A Division Agent reloads her AUG A3 9mm XS as something ''glorious'' appears out of the fog behind her]]&lt;br /&gt;
[[File:DivisionAUGParaA3.jpg|thumb|none|600px|Another AUG Para with an A3-CQC style forend.]]&lt;br /&gt;
[[File:Division AUGpara A3.jpg|thumb|none|600px|Watching the sunrise with another AUG A3 9mm variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-74U==&lt;br /&gt;
A stock-less AK-74U, mounted upside-down, is used by the turrets employed by Cleaner Engineers. They lack the accuracy and power of the LMB turrets using M249s, but are deployed more frequently in comparison.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|500px|AKS-74U (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;M4&amp;quot;, where it appears in a total of 3 variants. The first is the &amp;quot;Police M4&amp;quot;, which uses standard factory parts and is given to the player upon reaching Manhattan for the first time. The second is the &amp;quot;Lightweight M4&amp;quot;, which uses a variety of custom parts. The third is the LVOA-C, which is listed further below. The Lightweight M4 has an exotic variant called &amp;quot;Liberator&amp;quot;, which has a two-tone black and silver finish with gold accents. It also has a special ability of giving the &amp;quot;Centurion&amp;quot; pistol a headshot damage boost once certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
The weapon is the standard rifle of lower-level Last Man Battalion troops and used by some JTF troops. A customized Police M4A1 also used by veteran Rikers riflemen.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision M4A1 3.jpg|thumb|none|600px|The M4A1 carbine fitted with a handstop and tan sound suppressor.]]&lt;br /&gt;
[[Image:TheDivision M4A1 1.jpg|thumb|none|600px|A Division Agent holds the starting M4A1 equipped with a handstop.]]&lt;br /&gt;
[[Image:TheDivision M4A1 2.jpg|thumb|none|600px|A Division Agent engages some looters with his M4A1.]]&lt;br /&gt;
[[Image:DivisionLWM4.jpg|thumb|none|600px|The &amp;quot;Lightweight&amp;quot; M4 model has a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and a LMT SOPMOD stock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in The Division as the &amp;quot;Urban MDR.&amp;quot; It is an exotic-tier weapon that can only be obtained from certain caches and drops from named enemies or hunters. &lt;br /&gt;
&lt;br /&gt;
It fires on semi-automatic only like the game's marksman rifles; but is categorized as an assault rifle and handles like one as well while dealing almost as much damage as a Marksman rifle (albeit lacking the +100% headshot damage bonus) and the assault rifle family's plentiful ammo stock, making it a particularly versatile weapon. It also benefits from semi-automatic specific skills.&lt;br /&gt;
&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014: the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:TheDivision MDR 1.jpg|thumb|600px|none|Stock Urban MDR with flip-up iron sights. The in-game MDR is based on the prototype model. The selector switch is clearly set to Auto, however this gun is limited to semi-auto fire.]]&lt;br /&gt;
[[Image:TheDivision MDR 2.jpg|thumb|600px|none|Customized Urban MDR with Omega rifle suppressor, handstop, Leupold VX-1 scope, and 44-round hi-cap magazine (it has no 3D model like on most other guns).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;Military SA-58&amp;quot;. It is incorrectly classified as an assault rifle, as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SA58Para-menu.jpg|thumb|none|600px|A SA58 Para Tactical as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SA58Tactical-inspect.jpg |thumb|none|600px|A Division Agent inspects his SA58 Para Tactical.]]&lt;br /&gt;
[[Image:TheDivision SA58Para-reload.jpg|thumb|none|600px|A Division Agent reloads his SA58 Para Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
An even more compact version of the SA58, the [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. As with the above example, is incorrectly classified as an assault rifle as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SA58OSW-menu.jpg|thumb|none|600px|A SA58 OSW as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SA58OSW-reload.jpg |thumb|none|600px|A Division Agent reloads his SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] originally appeared in The Division as the &amp;quot;FAMAS&amp;quot;. After an update, it was turned into a unique, exotic weapon and now called the &amp;quot;Bullfrog&amp;quot;, where it can only be obtained by either opening caches that offer exotic-tier items or defeating high-level bosses. The weapon has a special ability where it bestows a flat 15% damage boost, so long as no stability and/or accuracy mods-giving are installed on the weapon.&lt;br /&gt;
&lt;br /&gt;
The weapon has the fastest RoF for any assault rifle in the game, with a base speed of 900RPM.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:TheDivision FAMAS Surbaissé.jpeg|thumb|none|600px|The FAMAS Valorisé in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G Series==&lt;br /&gt;
The [[FN FAL|FN FAL G Series]] appears in game as the &amp;quot;Classic FAL&amp;quot;. Similarly to the SA58 examples above, it is incorrectly classified as an assault rifle, as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:ThedivisionFAL1.jpg|600px|thumb|none|The Classic FAL in game.]]&lt;br /&gt;
[[Image:The divisionFAL2.jpg|600px|thumb|none|The FAL in game. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionFAL3.jpg|600px|thumb|none|A Division Agent rocks a fresh magazine into his FAL...]]&lt;br /&gt;
[[Image:ThedivisionFAL4.jpg|600px|thumb|none|...then chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police SCAR-H&amp;quot; and &amp;quot;Military SCAR-H&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. There is also a unique variant called the &amp;quot;Tenebrae&amp;quot;, which has the special ability of resetting the party's cooldowns if the player kills an enemy by shooting their weakpoints (ammo canisters, grenade pouches...etc).&lt;br /&gt;
&lt;br /&gt;
It is classified as a marksman rifle and fires in semi-auto only. &lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division-SCAR-1.jpg|600px|thumb|none|Overview of a FN SCAR-H.]]&lt;br /&gt;
[[Image:Division-SCAR-2.jpg|600px|thumb|none|A Division agent holds her SCAR-H fitted with a Magpul MVG vertical foregrip.]]&lt;br /&gt;
[[Image:DivisionSCARcustom.jpg|thumb|none|600px|The &amp;quot;Police Mk17&amp;quot; variant, which features the VLTOR VSS-11 stock and a Tango Down rail extension.]]&lt;br /&gt;
[[File:tclancy division scar tenebrae.jpg|600px|thumb|none|A stock Exotic &amp;quot;Tenebrae&amp;quot; variant with its black stock and lower, and golden tiger stripe upper.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-L|FN SCAR-L]] is available in the game and appears in the same name. The weapon has two other custom variants, one is the &amp;quot;SOCOM&amp;quot; variant which sports an aftermarket extended rail. The other is the &amp;quot;Tactical MK-16&amp;quot;, which sports a shortened carbine barrel, aftermarket fore-end rail, and the stock has been replaced with a Magpul M4-style stock. There is also a unique variant called &amp;quot;Caduceus&amp;quot;, which is a standard SCAR-L that sports a two-tone blue and black finish with gold parts. It has a special ability where it heals all nearby friendly players, every time it scores a critical hit.&lt;br /&gt;
&lt;br /&gt;
The weapon is seen with numerous division-specific weapon caches in the world environment, somewhat implying its used by them (although no NPC in the game uses the weapon). It is also used by a few Division members of Noble squad which can be seen during ECHO-reconstructions, although this was taken from them by Rikers after they were ambushed and killed.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[file:TheDivision scar-l.jpg|thumb|none|600px|Overview of a Standard FN SCAR-L with a PMAG. Note that the front sight post has been removed from the gas block. Presumably because having two front sights would be redundant.]]&lt;br /&gt;
[[File:DivisionMk16.jpg|thumb|none|600px|The high end Mk. 16 version, featuring the VLTOR CASV handguard and AR stock adapter.]]&lt;br /&gt;
[[file:The Division SCAR-L.jpeg|thumb|none|600px|A patriotic Division Agent holds a white SCAR-L with a vertical grip.]]&lt;br /&gt;
[[File:DivisionSCARsocom.jpg|thumb|none|600px|&amp;quot;SOCOM SCAR-L&amp;quot;, which has features a Primary Weapons Systems SRX Rail with the rails removed for extra-low drag in the playpen, in case those toddlers get out of line...]]&lt;br /&gt;
[[File:TheDivision BulletKing.jpg|thumb|none|600px|A graffiti tribute to the &amp;quot;Bullet King&amp;quot;, the most (in)famous Light Zone Boss in the game. He's even mentioned in the wikipedia article about The Division.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G36C ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants featured in The Division.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision G36C.jpg|thumb|600px|none|A detail shot of the G36C being held by a Division Agent.]]&lt;br /&gt;
[[Image:TheDivision G36C 2.jpg|thumb|600px|none|A mall cop wielding the G36C as he swears vengeance on the hoodlums who didn't back it up when he told them to.]]&lt;br /&gt;
[[File:DivisionG36reload.jpg|thumb|none|600px|Reloading a &amp;quot;Dogfish&amp;quot; camouflaged G36C. Unlike many games, the transparent magazine actually shows the ammo depleting.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in The Division as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision G36.jpg|thumb|none|600px|An unmodified G36V.]]&lt;br /&gt;
[[Image:TheDivision G36 4.jpg|thumb|none|600px|An agent holding a G36V. Note the Mechanix gloves.]]&lt;br /&gt;
[[Image:The division G3 2.jpg|thumb|none|600px|The agent at the ready with his G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK243==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch HK243|Heckler &amp;amp; Koch HK243 S TAR]] appears in The Division as the &amp;quot;G36 Enhanced&amp;quot;. In real life, the HK243 is the European designation (the American version, HK293, has not been released yet) of the semi automatic civilian version of the G36. Despite the in-game HK243 being fully automatic, the real life version was specifically designed to be difficult to convert to fully automatic. However, the gun can be be identified by its distinctive frame (the S TAR variant) and its use of STANAG magazines. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK243 S TAR.jpeg|thumb|none|500px|Heckler &amp;amp; Koch HK243 S TAR - .223 Remington]]&lt;br /&gt;
[[Image:TheDivision G36 3.jpg|thumb|none|600px|The Heckler &amp;amp; Koch HK243 in The Division.]]&lt;br /&gt;
[[Image:TheDivision HK243 close.jpeg|thumb|none|600px|Closeup of the HK243.]]&lt;br /&gt;
[[Image:TheDivision HK243 wide.jpeg|thumb|none|600px|A Division Agent holding an HK243 with ACOG and vertical fore grip.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AKM]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;. A customized version of the AKM is erroneously referred to as the &amp;quot;Black Market AK-74&amp;quot;. There is also a unique variant called the &amp;quot;Warlord&amp;quot;, which is a classic AK with a gaudy silver and black finish with gold engravings. The weapon has a unique ability where it reduce taken damage by 20% while it is firing.&lt;br /&gt;
&lt;br /&gt;
The classic AK-47 is used by Cleaners riflemen with a jury-rigged flamethrower mounted under it. The Black Market AK-74 is used by some named rogue first-wave Division agents.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:ThedivisionAKM1.jpg|thumb|none|600px|The AKM ingame.]]&lt;br /&gt;
[[Image:TheDivision AKM custom.jpeg|thumb|none|600px|The &amp;quot;Black Market AK-74&amp;quot; is actually a custom AKM with various accessories such as a Magpul CTR stock and PMAG as well as an AK-47 style muzzle brake. It can be identified as an AKM by its receiver and and the slanted magazine.]]&lt;br /&gt;
[[Image:TheDivision Custom AKM close.jpeg|thumb|none|600px|As if the game were not confused enough about this gun already, now it thinks the AKM is a piece of clothing.]]&lt;br /&gt;
[[Image:ThedivisionAKM2.jpg|thumb|none|600px|The AKM ingame. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionAKM4.jpg|thumb|none|600px|Reloading an accessorized AKM. Note the quad-stack magazine which appears if an &amp;quot;Extended Magazine&amp;quot; attachment is used.]]&lt;br /&gt;
[[Image:ThedivisionAKM3.jpg|thumb|none|600px|A Division Agent chambers a round during a reload with the default AKM. Also note the glowing barrel after long sustained fire.]]&lt;br /&gt;
[[Image:Division-AK-3.jpg|thumb|none|600px|The Cleaners' AKM fitted with an under barrel flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-74==&lt;br /&gt;
The [[AK-74]] appears in the game as different variants, although some are erroneously referred to as their 7.62mm predecessors such as the &amp;quot;AK-47M&amp;quot;. It uses polymer parts with a railed fore-end.&lt;br /&gt;
&lt;br /&gt;
The weapon is used primarily by the standard Rikers riflemen.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK-74(plum).jpg|thumb|none|500px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[Image:TheDivision AK-74.jpeg|thumb|none|600px|The AK-74 appearing as the &amp;quot;AK-47M&amp;quot; in The Division.]]&lt;br /&gt;
[[Image:TheDivision AK-74 close.jpeg|thumb|none|600px|Closer view of the AK-74.]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] with a 16.5&amp;quot; barrel appears in-game as two different variants; the &amp;quot;Military P416&amp;quot; and the &amp;quot;P416 G3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Various veteran and elite members of the Last Man Battalion PMC makes use of customized Military P416s as their standard assault rifle. The P3 variant is used by the mysterious Hunters and by Larae Barret, de-facto leader of the Rikers.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-P416-2.jpg|600px|thumb|none|A Division Agent holds her P416 fitted with a tan Aimpoint CompM2 and red Fortis SHIFT foregrip.]]&lt;br /&gt;
[[file:TheDivision P416.jpg|thumb|none|600px|Overview of a Patriot Ordnance Factory P416.]]&lt;br /&gt;
[[file:TheDivision P416 1.jpg|thumb|none|600px|A Division Agent holds a P416.]]&lt;br /&gt;
[[file:TheDivision P416 2.jpg|thumb|none|600px|The same Division Agent reloading his P416.]]&lt;br /&gt;
[[file:P416.jpg|thumb|none|500px|Patriot Ordnance Factory P416 with 10.5-inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DivisionP416.jpg|thumb|none|600px|Another agent showing off the NP3 treated P416 &amp;quot;G3&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The 2012 version of the [[Remington ACR]] is available in the game with multiple variants. A 2012 Remington ACR with a black finish, a fixed stock, and MOE handguard is available simply as the &amp;quot;ACR&amp;quot;. The &amp;quot;Enhanced ACR-E&amp;quot; is the more typical 2012 ACR with a tan finish, adjustable folding stock, and the standard 5-sided railed handguard, while the &amp;quot;Tactical&amp;quot; is the enhanced variant with a shortened 10.5 inch barrel.&lt;br /&gt;
&lt;br /&gt;
Elite riflemen of the Last Man Battalion make use of customized standard ACRs as their weapon. Rogue first-wave agents make use of the enhanced and tactical variant with several attachments. The weapon also appears quite frequently in the game's trailers, somewhat implying it's status as The Division's standard-issue assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:ACR2012.jpg|thumb|none|500px|Remington ACR 2012 version with 16.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-ACR-1.jpg|thumb|none|600px|Overview of a ACR fitted with a Trijicon ACOG scope and Fortis SHIFT foregrip.]]&lt;br /&gt;
[[Image:Division-ACR-2.jpg|thumb|none|600px|A Division Agent checks his ACR.]]&lt;br /&gt;
[[Image:DivisionACRE.jpg|thumb|none|600px|The Remington ACR-E, note the folding adjustable stock.]]&lt;br /&gt;
[[Image:DivisionACRcarbine.jpg|thumb|none|600px|The &amp;quot;Tactical ACR&amp;quot; with a compact 10.5&amp;quot; barrel and the 2012 spec upper receiver.]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with a &amp;quot;Enhanced ACR-E&amp;quot; on his back]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] is an available weapon and characterized as one of the best end-game weapons available due to its high RoF and decent stats overall. Appears as &amp;quot;LVOA-C.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is sometimes used by the Hunters.&lt;br /&gt;
&lt;br /&gt;
[[File:LVOA-S.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:The-division-zbrush-summit-2014-lvoa-s.jpg|thumb|none|600px|Texture-less render of the War Sport LVOA-S.]]&lt;br /&gt;
[[Image:TheDivision LVOA-S.jpeg|thumb|none|600px|The War Sport LVOA-S in The Division.]]&lt;br /&gt;
[[Image:TheDivision LVAO-S close.jpeg|thumb|none|600px|Close up of the War Sport LVOA-S.]]&lt;br /&gt;
[[Image:TheDivision LVAO-S wide.jpeg|thumb|none|600px|A Division Agent holding a War Sport LVOA-S.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
Bronson can be seen with a [[Benelli M4]] with fixed stock on his back. Appears ingame as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed forend, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;, as well as a short-barreled version called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Super 90 variant is sometimes used by JTF troops.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[Image:Division-Shotgun-2.jpg|thumb|none|600px|The Benelli M4 ingame.]]&lt;br /&gt;
[[Image:DivisionBenelliM4.jpg|thumb|none|600px|The &amp;quot;Marine Super 90&amp;quot; in the hands of an agent.]]&lt;br /&gt;
[[Image:Division-ShotgunPistol-1.jpg|thumb|none|600px|Bronson with the Benelli M4 on his back.]]&lt;br /&gt;
[[File:DivisionSalientArmsBenelli.jpg|thumb|none|600px|The &amp;quot;Tactical Super 90 SBS&amp;quot;, which is a short barreled Salient Arms International Benelli M4.]]&lt;br /&gt;
[[File:DivisionBenellireload.jpg|thumb|none|600px|The reload animation of the M4 has the character chamber-load it, regardless of whether the weapon is empty or not. Remaining shells are loaded normally.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12==&lt;br /&gt;
The [[AA-12]] automatic 12 gauge shotgun appears in The Division as &amp;quot;The Showstopper&amp;quot;. The shotgun is fitted with a 20-round drum magazine, a flash hider, and accessory rails. It also has a special ability where the gun's spread becomes tighter as it loses ammunition inside it's magazine. It is so far the only fully-automatic shotgun in the game.&lt;br /&gt;
&lt;br /&gt;
Its an exotic-tier weapon that can only be obtained, either through exotic-tier caches or drops from several bosses.&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|400px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[Image:TheDivision AA-12.jpeg|thumb|none|600px|Detailed view of the AA-12.]]&lt;br /&gt;
[[Image:TheDivision AA-12 close.jpeg|thumb|none|600px|Close up of the AA-12.]]&lt;br /&gt;
[[Image:TheDivision AA-12 wide.jpeg|thumb|none|600px|A Division Agent with an AA-12 fitted with a vertical fore grip and a UCP paint job based on the UCP pattern cover wrapped on the AA-12 in the movie [[Predators]].]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. The weapon is one of the most used-weapons in the game by NPCs.&lt;br /&gt;
&lt;br /&gt;
The weapon and its variants are used by a variety of factions. The Express variant is used by standard engineers of The Cleaners and standard Rikers close assault troops, and some JTF soldiers. The &amp;quot;Military&amp;quot; variant is used by elite close assault troops of the Rikers, standard close assault troops of the Last Man Battalion, elite engineers and some named rogue first-wave agents that only appear on legendary difficulties. The &amp;quot;Custom&amp;quot; variant is used by some elite named engineers of The Cleaners and the LMB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:TheDivision Military M870.jpg|thumb|none|600px|The Remington 870 Express Tactical in game.]]&lt;br /&gt;
[[Image:Division-Shotgun-4.jpg|thumb|none|600px|The Remington 870 Express Field Gun ingame, fitted with a Trijicon SRS red dot sight and a handstop on the fore-end.]]&lt;br /&gt;
[[Image:Division-Shotgun-5.jpg|thumb|none|600px|A Division Agent with her 870 Express Field Gun.]]&lt;br /&gt;
[[Image:The-division-zbrush-summit-2014-m870.jpg|thumb|none|600px|A texture-less render of a modified 870 Express Tactical with a 870 New Police Tactical-style pistol grip and M4 stock adapter and a heatshield/quad-rail system.]]&lt;br /&gt;
[[Image:Division870railed.jpg|thumb|none|600px|The finished quad-railed 870.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm. The weapon has two exotic variants, one called &amp;quot;Cassidy&amp;quot; a full-length DBL shotgun with a bright brown finish and golden engravings, and has a special ability of discharging both barrels in one trigger pull. The other is the &amp;quot;Defiler&amp;quot;, which uses the same look as Cassidy, but in sawed-off form.&lt;br /&gt;
&lt;br /&gt;
The full-sized DBL is sometimes used by elite named Cleaners engineers.&lt;br /&gt;
[[Image:LCSmithSxSShotgunField.jpg|thumb|none|500px|L.C. Smith Cased hardened hammerless side by side Field shotgun - 12 gauge]]&lt;br /&gt;
[[file:TheDivision Double Barrel Shotgun.jpg|thumb|none|600px|Double Barrel Shotgun.]]&lt;br /&gt;
[[File:TheDivision Side by side double barrel shotgun.jpg|thumb|none|600px|An agent holding the double Barrel Shotgun.]]&lt;br /&gt;
[[file:TheDivision side by side double barrel shotgun 2.jpg|thumb|none|600px|An agent uses a double barrel shotgun to stop birds from spreading the infection.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12==&lt;br /&gt;
A standard model [[Saiga 12|Saiga-12]] shotgun is available in the game. Called the &amp;quot;SASG-12&amp;quot; ingame. It has two other variants, one is the &amp;quot;Tactical&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend. The other is the &amp;quot;Black Market&amp;quot; variant which sports a shortened barrel, aftermarket quad-rail fore-end and the stock is replaced with a folding wire stock, similar to the ones used with [[Galil]]s. There is also a unique variant called &amp;quot;Medved&amp;quot;, which is Saiga-12K with a gaudy dark purple finish with wooden parts and gold and silver engravings, it also has the unique capability of firing slug rounds, rather than traditional buckshot but cannot mount an forend attachment due to a lack of rails.&lt;br /&gt;
&lt;br /&gt;
The weapon is the most popular shotgun in the game, owing to it's high damage per shot (albeit still lower than the Super 90 family), decent RoF, and is the only semi-auto shotgun that uses a detachable magazine, allowing for quicker reloads.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Market&amp;quot; variant is used by rogue first-wave agents, while the full-sized &amp;quot;Tactical&amp;quot; variant is used by elite close-quarters troops of the Last Man Battalion. The standard variant is also uncommonly used by some LMB close quarters troops.&lt;br /&gt;
&lt;br /&gt;
[[file:Saiga12new.jpg|thumb|none|500px|Saiga-12 - 12 gauge]]&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|500px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[file:TheDivision Saiga 12K.jpg|thumb|none|600px|Saiga-12.|Overview of a Saiga-12]]&lt;br /&gt;
[[file:TheDivision Saiga 12K 1.jpg|thumb|none|600px|Saiga-12.|A Division Agent holds a Saiga-12]]&lt;br /&gt;
[[file:TheDivision Saiga 12K 2.jpg|thumb|none|600px|Saiga-12.|A Division Agent reloads the Saiga-12]]&lt;br /&gt;
[[File:DivisionSaiga12S.jpg|thumb|none|600px|The Saiga-12S variant, which appears with a cut down barrel and aftermarket furniture.]]&lt;br /&gt;
[[File:DivisionSaiga12K.jpg|thumb|none|600px|An agent shows us his Saiga-12K variant inside the sewers.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] appears in the game with two different variants: the shorter-barrel Covert version appears as the &amp;quot;SRS Covert&amp;quot; while the full-length version appears as the &amp;quot;SRS A1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The covert variant is used by Rikers snipers, while the A1 variant is used by Last Man Battalion snipers.&lt;br /&gt;
&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-menu.jpg|thumb|none|600px|The &amp;quot;SRS Covert&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-inspect.jpg|thumb|none|600px|A Division Agent inspects his customized &amp;quot;SRS Covert&amp;quot; fitted with a scope, FORTIS Shift foregrip, a Surefire SOCOM muzzle brake, and an old 6-color &amp;quot;chocolate chip&amp;quot; camouflage pattern.]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-reload1.jpg|thumb|none|600px|The Agent removes the magazine with his right hand while holding up the rifle with his left...]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-reload2.jpg |thumb|none|600px|... and inserts a fresh mag.]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:TheDivision SRS-menu.jpg |thumb|none|600px|The full sized rifle called the &amp;quot;SRS A1&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SRS-reload1.jpg|thumb|none|600px|Having narrowly escaped several hackers in the Dark Zone, the Agent calmly reloads his newly acquired &amp;quot;SRS A1&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision SRS-reload2.jpg|thumb|none|600px|The Agent inserts a fresh magazine into his SRS.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H SSR ==&lt;br /&gt;
The [[FN SCAR|FN SCAR-H Precision Rifle]] initially appeared in the pre-release trailer as the &amp;quot;Police Mk17 SR&amp;quot;, modeled with a 10-round magazine. The released game features the [[FN SCAR|FN SSR]], with 20-round magazines.&lt;br /&gt;
[[File:SCARH-PR.jpg|thumb|none|500px|FN SCAR-H Precision Rifle with scope, Harris bipod, and 10-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TDiv SSR.jpg|thumb|none|600px|An Agent inspects a FN SCAR-H Precision Rifle in a weapon case. This feature was only seen in trailers and the alpha builds of the game as it was dropped in the beta and eventually the released version for simpler menu-based graphics.]]&lt;br /&gt;
[[Image:DivisionSCARMk20.jpg|thumb|none|600px|Previwing the &amp;quot;SOCOM Mk20 SSR&amp;quot;.]]&lt;br /&gt;
[[Image:DivisionSCARMK20agent.jpg|thumb|none|600px|A heavily customized Mk. 20 SSR.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] appears in-game classified as a marksman rifle with 3 different variants. A regular M44 Carbine with a turned down bolt handle appears as the &amp;quot;Classic M44 Carbine&amp;quot;, while a sporterised version appears as the &amp;quot;Hunting M44 Carbine&amp;quot;. A modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot; and unlike the regular variants, it has the ability to accept magazine and grip modifications.&lt;br /&gt;
&lt;br /&gt;
The M44 Carbine is used by lower-level rioter snipers, who are strangely less powerful than their elite counterparts, who use a semi-automatic rifle. The Hunting version however, that is sometimes used by Hunters, who unlike their civilian counterparts, are easily capable of wounding or outright incapacitating agents in a few shots.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:ThedivisionM441.jpg|thumb|none|600px|The Mosin Nagant M44 Carbine ingame.]]&lt;br /&gt;
[[Image:ThedivisionM442.jpg|600px|thumb|none|The Mosin Nagant M44 Carbine ingame. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionM443.jpg|thumb|none|600px|Reloading the M44 Carbine. On a partial reload the Division Agent will load bullets in one at a time, however on a full reload the player only loads once with a stripper clip instead of 5 separate rounds.]]&lt;br /&gt;
[[Image:DivisionMosinNagant.jpg|thumb|none|600px|A Division Agent looks at a dead scavenger's scoped M44 Carbine, wondering how exactly that scope hasn't fallen off yet. Note the sidefolder bayonet.]]&lt;br /&gt;
[[Image:TheDivision MosinNagantSporter-menu.jpg|thumb|none|600px|A sporterised Mosin-Nagant M44 called the &amp;quot;Hunting M44 Carbine&amp;quot;, as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision MosinNagantSporter-reload.jpg|thumb|none|600px|A Division Agent reloads his &amp;quot;Hunting M44 Carbine&amp;quot; customised with a tan Leupold Mark 8 CQBSS scope, a muzzle brake, and a light blue paint job.]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:TheDivision M44custom-menu.jpg|thumb|none|600px|A customized Mosin-Nagant in an Archangel stock in the menu. Unlike the other variants, this version can accept magazine attachments, which the regular M44 Carbines with internally-fixed magazines cannot do.]]&lt;br /&gt;
[[Image:TheDivision M44Custom-inspect.jpg|thumb|none|600px|A Division Agent inspects a scope-less &amp;quot;Custom M44 Carbine&amp;quot;. Note the lack of rails when no scope attachments are equipped.]]&lt;br /&gt;
[[Image:TheDivision M44custom-reload.jpg|thumb|none|600px|A Division Agent reloads the custom Mosin-Nagant with a box magazine instead of stripper clips. The weapon has a default magazine capacity of 5 rounds, same as the regular variants despite being modeled with the custom 10 round box magazine although modifications with extended magazine perks may amend this.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] appears as the &amp;quot;M700&amp;quot; in The Division, and comes in a &amp;quot;Tactical&amp;quot; and &amp;quot;Carbon&amp;quot; version. The vanilla M700 comes with a standard wooden body. The Tactical version is fitted with a McMillan A5 stock, night vision rail, and other customizations. The Carbon version has an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The weapon has a unique ability of granding +10% damage, so long as the shooter is elevated above the target.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:TheDivision Remington 700.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; in The Division.]]&lt;br /&gt;
[[Image:TheDivision Remington 700 close.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; closer view.]]&lt;br /&gt;
[[Image:TheDivision Remington 700 wide.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; being held by a Divsion Agent.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer 716G2 Patrol==&lt;br /&gt;
&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG 716 G2]] is an exotic  weapon recently introduced in update 1.8, where it takes two forms, &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot;. The &amp;quot;Heel&amp;quot; is equipped with a Fortis Night Rail handguard and a CQB barrel, while &amp;quot;Devil&amp;quot; uses the handguard of the older generation 716 and has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
Devil has a special ability of attaining bonus headshot damage after landing a body shot and a handling bonus after landing a headshot. Heel has a special ability of boosting damage once you hit a weakpoint of an enemy (NPC grenade bandoleers, ammo boxes and such) and critical damage is boosted by hitting skill proxies (gun turrets, shields, and such).&lt;br /&gt;
&lt;br /&gt;
As unfeasible as it is due to Marksman ammo being scarce (and general mediocrity of both guns); Devil and Heel are meant to work in tandem (as in equipped on both of your primary weapon slots), where both of them would benefit from each-other's bonuses once attained and the duration of each bonus is longer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision Heel 1.jpg|thumb|none|600px|The &amp;quot;Heel&amp;quot; exotic sniper rifle with SilencerCo Omega suppressor and 12X scope. Despite the PMAG, both weapon variants have a default capacity of 15 rounds.]]&lt;br /&gt;
[[Image:TheDivision Devil 1.jpg|thumb|none|600px|Stock &amp;quot;Devil&amp;quot; in the hands of an agent cosplaying as a Cleaner.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;Classic M1A&amp;quot;. There is also a unique variant called the &amp;quot;Historian&amp;quot;, which has a dark wooden body and silver metallic parts. The weapon also has a unique ability of firing explosive rounds by default.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite rioter snipers.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision 2016-01-31 14-12-12-38.jpg|thumb|none|600px|Overview of a M1A with a Trijicon SRS red dot sight and muzzle-braked suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot; as well as a customized version in a JAE-100 G3 stock as the &amp;quot;First Wave M1A&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The cleaners use both variants. Standard snipers are armed with the SOCOM variant, while the First Wave variant is used by elite named snipers.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TomClancyTheDivision SOCOM16.jpg|thumb|none|600px|Megan hides behind cover with a M1A SOCOM 16 as she stalks a hostile.]]&lt;br /&gt;
[[File:TheDivision SOCOM16-menu.jpg|thumb|none|600px|A default SOCOM 16 in the menu screen.]]&lt;br /&gt;
[[File:TheDivision SOCOM16-3rdperson.jpg|thumb|none|600px|A Division Agent holds his SOCOM 16 fitted with a Leupold Mark 4 scope]]&lt;br /&gt;
[[Image:M1A_JAE-100.jpg|thumb|none|500px|M1A in a JAE-100 G3 stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-menu.jpg|thumb|none|600px|A default &amp;quot;First Wave M1A&amp;quot; with a Leupold VX-1 scope as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-inspect.jpg|thumb|none|600px|A Division Agent inspects his gaudily customised &amp;quot;First Wave M1A&amp;quot; carbine fitted with a Leupold Mark 8 CQBSS scope, muzzle brake, a red Fortis SHIFT foregrip, and yet another bizarre camo paint scheme.]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-reload.jpg|thumb|none|600px|The Agent reloads a default &amp;quot;First Wave M1A&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division in two variants, called the &amp;quot;Surplus SVD&amp;quot; and the &amp;quot;Paratrooper SVD&amp;quot;, both of which feature a short barrel. The &amp;quot;Surplus SVD&amp;quot; otherwise appears to be a standard SVD. The &amp;quot;Paratrooper SVD&amp;quot;, despite its name, appears to be a SVD-M with synthetic furnishings and stock, rather than being an SVDS with the folding stock.&lt;br /&gt;
&lt;br /&gt;
The Paratrooper variant is used by snipers of the Hunters, who are capable of bringing down players with ease thanks to it's semi-auto feature.&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:TheDivision SVD.jpg‎|thumb|none|600px|The &amp;quot;Surplus SVD&amp;quot; in The Division. Note that both rifles use the incredibly short barrel of the Far Cry 3/4 model.]]&lt;br /&gt;
[[File:TheDivision SVD 3.jpg|thumb|none|600px|The &amp;quot;Paratrooper SVD&amp;quot;.]]&lt;br /&gt;
[[File:TheDivision SVD 4.jpg‎|thumb|none|600px|A Division Agent holding his &amp;quot;Paratrooper SVD&amp;quot;.]]&lt;br /&gt;
[[File:DivisionSVDchambering.jpg|thumb|none|600px|Pulling the charging handle on the SVD. It does not lock back when empty, which is incorrect.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant called the &amp;quot;Custom L86 A2&amp;quot; is a variant that sports an aftermarket railed forend.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-LMG-3.jpg|thumb|none|600px|The L86A2 in-game.]]&lt;br /&gt;
[[Image:DivisionL86A2.jpg|thumb|none|600px|&amp;quot;Custom L86 A2&amp;quot;, which features Daniel Defense's railed forend.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears ingame as the &amp;quot;M249 B&amp;quot;. It has a 100-round cloth belt box in M81 pattern. The Paratrooper variant appears as the &amp;quot;Tactical M249 Para&amp;quot;. A modified M249 is also seen as the base of the Last Man Battalion's Engineers' deployable autoturrets. The weapon's rate of fire is reduced in the game, with it only able to fire at 550 RPM by default.&lt;br /&gt;
&lt;br /&gt;
Heavy gunners of The Rikers and Cleaners use M249-E2s as their weapon of choice. Lower-level gunners of the Last Man Batallion also makes use of the M249.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DivisionM249E2.jpg|thumb|none|600px|The M249-E2 with an ACOG and AN/PEQ-15 laser]]&lt;br /&gt;
[[Image:DivisionM249E2_2.jpeg|thumb|none|600px|The Division agent reloads her M249-E2 during a firefight, as Broadway lights up like, well, Broadway.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 48 Mod 0 ==&lt;br /&gt;
The [[FN_Minimi#Mk_48_Mod_0|Mk 48 Mod 0]] appears in the game as two different variants; the &amp;quot;MK46&amp;quot; and the &amp;quot;Military MK46&amp;quot;, incorrectly identified as its 5.56x45mm cousin Mk 46 Mod 0.&lt;br /&gt;
[[Image:MK48.jpg|thumb|none|500px|FN Mk 48 Mod 0 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division-LMG-1.jpg|thumb|none|600px|Bronson with his Mk 48.]]&lt;br /&gt;
[[Image:Division-LMG-2.jpg|thumb|none|600px|Bronson engaging hostiles with his Mk 48.]]&lt;br /&gt;
[[Image:TheDivision MK46 menu.jpg|thumb|none|600px|The &amp;quot;Military Mk46&amp;quot; version in the menu.]]&lt;br /&gt;
[[Image:TheDivision MK46 reload.jpg|thumb|none|600px|A Division Agent reloads his custom-painted &amp;quot;Military Mk46&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;Infantry MG5&amp;quot; in The Division. &lt;br /&gt;
&lt;br /&gt;
The weapon is popular in the game for possessing a high rate of fire among the LMG family, but hampered by its lower 50-round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|401px|Heckler &amp;amp; Koch MG5 General-Purpose Machine Gun, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision MG5.jpeg|thumb|none|600px|The MG5 with standard 50 round box.]]&lt;br /&gt;
[[Image:TheDivision MG5 close.jpeg|thumb|none|600px|A close up of the MG5 with its standard RAL8000 paint job.]]&lt;br /&gt;
[[Image:TheDivision wide.jpeg|thumb|none|600px|A Division Agent with an MG5.]]&lt;br /&gt;
[[File:DivisionMG5 (1).jpg|thumb|none|600px|Loading the belt into the feed tray of the MG5.]]&lt;br /&gt;
[[File:DivisionMG5 (2).jpg|thumb|none|600px|Another shot of the MG5's reload.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available ingame as the &amp;quot;Classic RPK-74&amp;quot;. A heavily customized variant appears as the &amp;quot;Black Market RPK-74 E&amp;quot;. There is also a unique version called the &amp;quot;Pakhan&amp;quot;, which sports a gold and black finish with bright brown wooden parts, and has the special ability of increasing its magazine count by a maximum of 20% if it kills an enemy before reloading.&lt;br /&gt;
&lt;br /&gt;
The classic variant is used by rioter heavy gunners.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:TheDivision RPK74.jpg|thumb|none|600px|Ingame RPK-74 fitted with a suppressor and an Aimpoint M68 (CompM2) red dot sight mounted on its railed top cover.]]&lt;br /&gt;
[[File:Division-RPK-74-E.jpg|thumb|none|600px|The &amp;quot;Black Market RPK-74 E&amp;quot; variant, featuring a M4 stock adapter w/ Magpul MOE stock, custom pistol grip, US Palm casket mag, and slightly modified FAB Defense VFR handguard.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash RPK-74M ==&lt;br /&gt;
The military-spec variant of the [[RPK-74|RPK-74M]] appears in the game as the &amp;quot;Military RPK-74 M&amp;quot;.&lt;br /&gt;
[[Image:Rpk74m.jpg|thumb|none|500px|RPK-74M light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[File:TheDivision_RPK74M-menu.jpg|thumb|none|600px|A default RPK-74M in the menu screen.]]&lt;br /&gt;
[[File:TheDivision_RPK74M-reload.jpg|thumb|none|600px|A Division Agent removes the magazine of his vanilla RPK-74M while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. There is also a unique variant called the &amp;quot;Hungry Hog&amp;quot;, which sports a silver and black finish with gold engravings. It also has the special ability of temporarily boosting it's damage for every enemy it kills.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite heavy gunners of the Last Man Battalion.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision M60-menu.jpg |thumb|none|600px|A default M60 machine gun in the menu. Unlike other machine guns in ''The Division'', the ammo belts of the M60 variants hang freely, only visibly depleting when reaching the last 10 or so rounds.]]&lt;br /&gt;
[[Image:TheDivision M60.jpeg|thumb|none|600px|A close up of the M60.]]&lt;br /&gt;
[[Image:TheDivision M60 wide.jpeg|thumb|none|600px|A Division Agent traverses the urban jungle with his M60.]]&lt;br /&gt;
[[Image:TheDivision M60-reload.jpg|thumb|none|600px|A Division Agent reloads his M60. Note the lack of bipod on the barrel group.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is an exotic-tier weapon added in update 1.8, where it is called &amp;quot;Big Alejandro&amp;quot;. The weapon has a unique ability where it will gain a maximum of 50% additional damage for every hit it scores while fired in cover, but this will be lost if the player reloads or kills an enemy.&lt;br /&gt;
&lt;br /&gt;
Its also unique for having the fastest RoF of any weapon in the game, clocking in at a maximum of 1000 RPM (and can be increased with mods).&lt;br /&gt;
&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|400px|CETME Ameli Light Machine Gun - 5.56x45mm]]&lt;br /&gt;
[[Image:TheDivision BigAlejandro 2.jpg|thumb|none|600px|Big Alejandro with an EOTech 552 holographic sight mounted on the redesigned carrying handle. The vent holes actually are from the MG3, the gun the Ameli is based on.]]&lt;br /&gt;
[[Image:TheDivision BigAlejandro 1.jpg|thumb|none|600px|Big Alejandro: &amp;quot;Long live the Light Machine Gun&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 43 Mod 1 Machine Gun==&lt;br /&gt;
The [[M60_Machine_Gun#MK43_Mod_0.2F1|Mk 43 Mod 1]] appears in the game as the &amp;quot;Military M60 E4&amp;quot; as well as the most recent US Ordnance version, which has two variants in game: the &amp;quot;Military M60 E6&amp;quot; and the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A heavily customized E4 is used by heavy shielded gunners of the Last Man Battalion, while the E6 variant is used by elite gunners found in legendary difficulties.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision M60E4-menu.jpg|thumb|none|600px|A default &amp;quot;Military M60 E4&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision M60E4-reload.jpg|thumb|none|600px|A Division Agent replaces the belt of his &amp;quot;Military M60 E4&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision M60MK43 menu.jpg |thumb|none|600px|A default &amp;quot;Black Market M60 E6&amp;quot; in the menu. Note the new E6 installment stock and tan pistol grip, feed cover, and rails.]]&lt;br /&gt;
[[Image:TheDivision M60MK43 reload.jpg |thumb|none|600px|Feeling the spotlight on him, the Agent empties his &amp;quot;Black Market M60 E6&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
Last Man Battalion grenadiers and certain elite Rikers grenadiers use the [[Milkor MGL#Mark 14 / M32A1|Mark 14 MGL]], loaded with HE rounds, against the JTF and Division Agents. Unlike the traditional grenades thrown by enemies; launcher grenades explode instantly upon impact, have a longer range, a faster rate of fire, but smaller area of effect.&lt;br /&gt;
&lt;br /&gt;
The MGL cannot be used by the player.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|450px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DivisionMGL.jpg|thumb|none|600px|A dropped Mark 14 MGL next to it's former operator, it disappears very quickly.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 Grenade Launcher]] is mounted on JTF and LMB APCs dotted throughout the map as well as the APC in the &amp;quot;Falcon Lost&amp;quot; Incursion. The one in Falcon Lost, however, acts less like a grenade launcher and more of a portable mortar.&lt;br /&gt;
&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Thedivisionmk191.jpg|thumb|none|600px|A Mk 19 mounted on a M1200 based APC.]]&lt;br /&gt;
[[File:Mk19thedivision2.jpg|thumb|none|600px|A Mk 19 mounted on a M1200 based APC.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1 Flare Gun==&lt;br /&gt;
Division agents carry a [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] to signal helicopter extractions while in the &amp;quot;Dark Zone&amp;quot;, a lawless area in Manhattan where radios no longer work (Or so they say, anyway. There are no tangible reasons why communications equipment fail to work in there. Hell, even the chopper pilot can communicate with you via radio while in the DZ.).&lt;br /&gt;
[[Image:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[Image:TheDivision Flaregun.jpg|600px|thumb|none|A Divison Agent using the flare gun in the DZ.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
Last Man Battalion snipers can be seen using [[Claymore]] mines, mostly to cover their retreat. They are also outfitted with mines that shock the player, however those don't appear to be based on anything real. They're not very effective, however, due to the bright red LED on their claymore mines that's visible by all players.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|320px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:TheDivision Clay 2.jpg|600px|thumb|none|Sneaking up on a Claymore during the fourth Global Event; Ambush. They are pretty easy to spot thanks to the red LED.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The Last Man Battalion makes heavy use of [[Browning M2]]s on their automated sentry guns, which fire at a slow but powerful and accurate pace.&lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Refusing to back down to the JTF after being overrun; Colonel Charles Bliss of the Last Man Battalion pilots a UH-60 Blackhawk armed with a chin-mounted [[M134 Minigun]] and twin Hydra 7 Rocket Pods as he valiantly exemplified his PMC's namesake by fighting to the last man.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|500px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
In their fanatical but misguided and cruel attempt to rid Manhattan (and the rest of the world) of the Green Flu virus, The Cleaners, a faction of insane New York Sanitation workers, make use of home-made flamethrowers to burn away all traces of the virus, including potential carriers (which unfortunately means anyone not a part of their group).&lt;br /&gt;
&lt;br /&gt;
They employ two variants. One is an under-barrel flamethrower used by Cleaner riflemen, which is made out of several tubes and pipes, a bicycle frame, a large PET bottle, and powered by a high-pressure gas tank mounted on their backs. The other is a large flamethrower used by heavy units called &amp;quot;Incinerators&amp;quot;. The weapon is also jury-rigged and fed by two high-pressure gas tanks and a side-mounted propane tank, all of which the cleaner is capable of lugging around in a slow pace (and somehow avoiding stumbling around with all that unbalanced weight placement while wearing heavy armor and a gas mask).&lt;br /&gt;
&lt;br /&gt;
Division agents also make use of a briefcase-sized custom flamethrower that can be deployed by using the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
[[Image:Division-AK-3.jpg|thumb|none|600px|The Cleaners' AKM fitted with an under barrel flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Division-RPK-74-E.jpg&amp;diff=1195055</id>
		<title>File:Division-RPK-74-E.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Division-RPK-74-E.jpg&amp;diff=1195055"/>
		<updated>2018-07-05T01:23:28Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division&amp;diff=1194077</id>
		<title>The Division</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division&amp;diff=1194077"/>
		<updated>2018-07-01T20:41:15Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* FN SCAR-H */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
[[Image:TDiv Logo.jpg|thumb|right|300px|''Tom Clancy's The Division (2016)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division''''' is a MMOTPS for the PC, PS4 and Xbox One. The game is being developed by Ubisoft Massive, the creators of the acclaimed strategy game ''[[World in Conflict]]''.&lt;br /&gt;
A sequel was announced in March 2018, and is slated to release in early 2019. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. There is also a special variant called &amp;quot;Damascus&amp;quot;, which sports a two-tone silver and white finish with black engravings. It has a special ability where it gains 20% more damage within 2 seconds of drawing the weapon, but subsequently looses 20% damage after 2 seconds.&lt;br /&gt;
&lt;br /&gt;
It is also the standard-issue sidearm of JTF troops, who will sometimes be armed with an M9 and nothing else.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision Beretta 1.jpg|thumb|none|600px|3D model of the M9 with cocked hammer.]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with an M9 in his thigh holster.]]&lt;br /&gt;
[[Image:Division-Beretta-1.jpg|thumb|none|600px|A &amp;quot;non hostile&amp;quot; Division Agent is seen holding a Beretta M9 on a potential enemy.]]&lt;br /&gt;
[[Image:Division-Beretta-2.jpg|thumb|none|600px|The Division Agent is seen reloading his Beretta M9 after betraying his team.]]&lt;br /&gt;
[[Image:Division-ShotgunPistol-1.jpg|thumb|none|600px|Bronson seen with his Beretta M9.]]&lt;br /&gt;
[[Image:TheDivision Damascus.jpg|thumb|none|600px|The unique Damascus. It was dismantled for a high-end D-Tech shortly after this screencap was captured.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
The [[Beretta M9A1]] appears with a 20-round magazine and wood grips as the &amp;quot;Officers M9 A1&amp;quot;. It is strangely only capable of using barrel attachments like the standard M9, despite having an underside rail.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|thumb|none|300px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:DivisionM9A1Reload.jpg|thumb|none|600px|A Division agent reloads her M9A1 as she gazes upon the glory that is the USS Intrepid]]&lt;br /&gt;
[[Image:DivisionM9A1.jpg|thumb|none|600px|Inspecting the Beretta M9A1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears in The Division. It is the only sidearm capable of firing in bursts and it is possible to have it fire in quasi-full auto by timing the bursts.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision Beretta 93R.jpeg|thumb|none|600px|The Beretta 93R in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot;. The &amp;quot;Type T&amp;quot; variant has a threaded barrel and extended magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:DivisionPx4Stormcompact.jpg|thumb|none|600px|The Px4 Storm in-game.]]&lt;br /&gt;
[[Image:Division-PX4-1.jpg|thumb|none|600px|A Division Agent holds her Px4. Note what appears to be a full size grip with compact barrel and slide, though it may be the angle making it look stubby.]]&lt;br /&gt;
[[Image:TheDivision Px4 SD.jpg|thumb|none|600px|The SD (Special Duty) variant of the Px4 Storm, known as the &amp;quot;Type T&amp;quot; in the game. It probably stands for &amp;quot;Tactical&amp;quot;, however there is no &amp;quot;T&amp;quot; model of this gun in real life. As a matter of fact, the SD is only available in Type F configuration (SA/DA with decocker and manual safety).]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 20DS==&lt;br /&gt;
The [[Chiappa Rhino 20DS]] appears in The Division as the &amp;quot;Snubnosed Rhino&amp;quot;. &lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[image:TheDivision Rhino 20DS.jpeg|thumb|none|600px|The Rhino 20DS in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]] appears in The Division as the &amp;quot;Rhino&amp;quot;. &lt;br /&gt;
[[Image:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|300px|Chiappa Rhino 40DS (4&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision Rhino 40DS.jpeg|thumb|none|600px|The Chiappa Rhino 40DS in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
The [[Chiappa Rhino#Chiappa Rhino 60DS|Chiappa Rhino 60DS]] appears as the &amp;quot;Rhino Special&amp;quot; in The Division. It is so far the only sidearm capable of mounting a sight attachment (although only small ones). A special version called the &amp;quot;Golden Rhino&amp;quot; appears as an exotic weapon, which it sports a golden finish and an increased stagger chance.&lt;br /&gt;
[[File:Rhino6 Bianca.jpg|thumb|none|350px|Chiappa Rhino 60DS (6&amp;quot; barrel version), current production model with hard chrome plating - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision Rhino 60DS.jpeg|thumb|none|600px|The Chiappa Rhino 60DS in The Division.]]&lt;br /&gt;
[[Image:TheDivision Rhino 60DS close.jpeg|thumb|none|600px|The Rhino 60DS with a few accessories.]]&lt;br /&gt;
[[Image:TheDivision GoldenRhino.jpg|thumb|none|600px|The Golden Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
An unmodified [[M1911A1]] appears as the &amp;quot;M1911&amp;quot; in game. Interestingly enough, when compared to its modern day successor, the [[Colt M45A1 CQBP]] (also in game), the M1911 does slightly more damage than the M45A1, yet they are based on the same platform, though this difference in damage may just be for balance purposes. There is an exotic variant called &amp;quot;The Centurion&amp;quot;, which is an ornate, nickel-plated M1911 with ivory grips and gold engravings, and deals bonus headshot damage if paired with the &amp;quot;Liberator&amp;quot; exotic assault rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by cleaner snipers as their sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[Image:DivisionM1911A1.jpg|thumb|none|600px|The M1911A1 in the weapon customization]]&lt;br /&gt;
[[Image:Division-1911-1.jpg|thumb|none|600px|A Division Agent holds her suppressed M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] appears ingame as an available weapon. It is also seen as the sidearm of the female snipers belonging to the Rikers, which they will draw at close range. Interestingly enough, when compared to its predecessor, the [[Colt M1911A1]] (also in game), the M1911 does slightly more damage than the M45A1, yet they are based on the same platform, though this change in damage may just be for balance purposes.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision M45A1-menu.jpg|thumb|none|600px|A default M45A1 CQBP in the menu screen. Here you can see the visibly extended, and threaded barrel, which allows for the attachment of muzzle devices.]]&lt;br /&gt;
[[Image:TheDivision M45A1-inspect.jpg |thumb|none|600px|A Division Agent inspects his customized M45A1 with an attached SilencerCo .45 Osprey suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45 / MEU(SOC) ==&lt;br /&gt;
The [[Colt_M45A1_CQBP#M45_.2F_MEU.28SOC.29|Colt M45]] pistol appears in game as the &amp;quot;Tactical M1911&amp;quot; and appears with a silver frame and black grips. It features a threaded barrel and underside rails for a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used as the sidearm of choice by shielded heavy gunners of the Last Man Batallion.&lt;br /&gt;
&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|400px|M45 MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==FNP-45==&lt;br /&gt;
The [[FNP-45]] was added to the game via the 1.3 update, and appears as the &amp;quot;X-45&amp;quot;.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 Silver slide - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision FNP45.jpg|thumb|none|600px|FN FNP-45 with no mods equipped.]]&lt;br /&gt;
&lt;br /&gt;
==FNP-45 Tactical==&lt;br /&gt;
The [[FNP-45 Tactical]] was added to the game via the 1.3 update, and appears as the &amp;quot;First Wave X-45&amp;quot;.&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[File:TheDivision FNP45Tac.jpg|thumb|none|600px|FNP-45 Tactical with no mods equipped.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
A generic model [[Desert Eagle]] is depicted in graffiti.&lt;br /&gt;
[[Image:DesertEagleMarkVIInickel.jpg|thumb|none|390px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[File:Divisiondeagle.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] is the pistol used by a small group of rioters. It is called the &amp;quot;First Wave PF45&amp;quot; ingame. Interestingly enough, in one of the ECHO reconstructions, it is marked in the hand of a rioter under the correct name of M&amp;amp;P45.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of rioters, although notably by elite rioter grenadiers, who will still continue using this handgun despite their compatriots moving onto machine pistols and submachine guns.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:Division-AK-2.jpg|thumb|none|600px|The Rikers take selfies while posing with their weapons.]]&lt;br /&gt;
[[Image:DivisionM&amp;amp;P45.jpg|thumb|none|600px|The M&amp;amp;P45 ingame. Note the 4.5&amp;quot; barrel]]&lt;br /&gt;
[[Image:DivisionCustomM&amp;amp;P.jpg|thumb|none|600px|&amp;quot;Custom&amp;quot; M&amp;amp;P45 with a threaded barrel and extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] appears as the &amp;quot;586 Magnum&amp;quot;.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision SWModel686-menu.jpg |thumb|none|600px|The &amp;quot;586 Magnum&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SWModel686-inspect.jpg|thumb|none|600px|A Division Agent inspects his &amp;quot;586 Magnum&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision_SWModel686-reload.jpg|thumb|none|600px|A Division Agent reloads his &amp;quot;586 Magnum&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The &amp;quot;Police 686 Magnum&amp;quot; [[Smith &amp;amp; Wesson Model 686]] is another revolver available in game, and appears to have generally better stats than the Model 586.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-menu.jpg |thumb|none|600px|The &amp;quot;Police 686 Magnum&amp;quot; as seen in the menu. Note the default nickel finish, Hogue grip, and the longer 6&amp;quot; barrel compared to the Model 586.]]&lt;br /&gt;
[[Image:Division686Magnum.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-reload1.jpg |thumb|none|600px|In a rare, very un-Tom-Clancy-ish manner, the Agent empties his &amp;quot;Police 686 Magnum&amp;quot; without the use of the extractor rod....]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-reload2.jpg |thumb|none|600px|... and then reloads the cylinder. Note the floating speedloader being tossed away to the right.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
An [[MP5A3]] with a navy trigger group, half a KAC M4 handguard, and a sight rail bolted to the gun, identical to the one in [[Sicario]], appears as the &amp;quot;Navy MP5N,&amp;quot; and is the first weapon available in the full game. A custom MP5 variant produced by TSC Machine is also available at higher ranks later in the game, called the &amp;quot;MP5 ST&amp;quot;. The two guns are particularly popular with the playerbase, due to their high rate of fire (800RPM default) and overall well-rounded stats.&lt;br /&gt;
&lt;br /&gt;
An [[MP5A4]] with rails bolted to the handguard and a sight rail is one of the available SMGs in the Beta. In the final game, it appears as the &amp;quot;Burst-fire MP5&amp;quot;, which as the name describes; is only capable of firing in 3-round bursts.&lt;br /&gt;
&lt;br /&gt;
Customized MP5A3s are used by Rikers gang leaders, while customized MP5A4s are used by elite Rikers grenadiers. Named Rikers gang leaders make use of a customized TSCM MP5. Elite snipers of the Last Man Battalion also use MP5A3s as their sidearm when engaged in close combat.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3RIS.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision MP5A4 1.jpg|thumb|none|600px|Customizing the MP5A4. For some reason its magazine holds 32 rounds.]]&lt;br /&gt;
[[Image:TheDivision MP5A4 2.jpg|thumb|none|600px|A Division Agent reloads his MP5A4 fitted with a Magpul MVG vertical foregrip.]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|TSC Machine MP5 Navy ST - 9x19mm]]&lt;br /&gt;
[[File:Division MP5ST.jpg|thumb|none|600px|Showing off a customized MP5 Navy ST in the prologue level of the Underground DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. It is modeled with a 40 round magazine but only holds a default of 20 rounds, although attaching &amp;quot;Extended Mags&amp;quot; may bring the magazine capacity closer to, exactly and/or exceeding its correct amount. The weapon currently has the fastest RoF of any SMG in the game, with a base speed of 950 RPM.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by high-level Cleaners grenadiers.&lt;br /&gt;
[[Image:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[Image:TheDivision MP7A2-menu.jpg|thumb|none|600px|The MP7A2 as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision MP7A2-inspect.jpg|thumb|none|600px|A Division Agent inspects his customised MP7A2 with a red dot scope, compensator, red Fortis SHIFT foregrip, and an incredibly tacky neon green paint job.]]&lt;br /&gt;
[[Image:TheDivision MP7A2-reload.jpg|thumb|none|600px|The Division Agent reloads a default MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in The Division as the &amp;quot;UMP-45&amp;quot;. Three variants exist, one is the &amp;quot;Police UMP45&amp;quot;, which uses factory parts. The &amp;quot;Tactical UMP&amp;quot; has a Magpul stock installed. The last is the &amp;quot;Converted USC&amp;quot;, which is listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon features a free, unique talent that gives it +10% damage against targets in cover.&lt;br /&gt;
[[Image:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision UMP.jpeg|thumb|none|600px|The UMP45 in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears in The Division as the &amp;quot;Converted USC&amp;quot;. The name implies that that this in fact a USC that has been converted to fully automatic, as opposed to other semi-auto civilian models of automatic weapons in the game that retain the name of their fully automatic counterparts (such as with the G36). In real life, the USC is a semi-automatic carbine. The ingame version has the correct 16 inch barrel but uses 20 round magazines instead of the 10 round magazines that come standard with the real USC. Additionally, the 16 inch barrel will disappear if a barrel attachment is mounted (with no penalty to stats, no less), reverting to the 8 inch barrel of standard UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision USC.jpeg|thumb|none|600px|The Heckler &amp;amp; Koch USC in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
A stripped-down [[FN P90]] is used in the standard automated sentry guns deployed by division agents, which unfolds from a briefcase-like form and balanced on a small tripod. The gun has unlimited ammunition once deployed and is capable of tracking targets in a 360 degree radius; but has limited health, effective range, and life span.&lt;br /&gt;
&lt;br /&gt;
While most of the gun's extra parts has been stripped out since the gun was not meant to be fired by a person; it still uses the proprietary 50-round transparent magazines exclusive to the P90. This can be clearly observed by going to the JTF base's electronics wing and going to the division tech section, where a person is working on an inert sentry gun can be observed.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[Image:Division-LMG-1.jpg|thumb|none|600px|Bronson with a sentry gun deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] appears as an exotic weapon in the game in two forms. One is it's standard form with a 30-round stick magazine simply called &lt;br /&gt;
&amp;quot;Thompson M1928&amp;quot;, and another one with a 50-round drum mounted called &amp;quot;Tommy Gun&amp;quot;. The weapon's magazine is the only customization part and it has a unique talent that boost it's hipfire damage by 11%; encouraging you to live out your classic mobster dreams in the streets of modern NYC (Even if its impractical due to the Thompson's high rate of fire and lackluster handling.).&lt;br /&gt;
&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision Tommy 2.jpg‎ |thumb|none|600px|&amp;quot;Tommy Gun&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] was added into the game via the 1.3 Update. It appears as both the &amp;quot;PP-19&amp;quot; and the &amp;quot;Enhanced PP-19&amp;quot;, the only difference being stat changes and Magpul furniture. It has the highest magazine capacity of any SMG at 53 rounds and capable of reaching over 100 with an &amp;quot;Extended Mag&amp;quot; upgrade, but lacks the ability to mount fore-end mods due to his bottom-mounted helical magazine (strangely, including laser sights, despite perfectly able to mount a side rail).&lt;br /&gt;
&lt;br /&gt;
The weapon is used by rogue first-wave agents  in legendary difficulties (An odd choice for an American sleeper team sponsored by their government to operate locally) and sometimes by the Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:TheDivision PP-19.jpg|thumb|none|600px|The standard PP-19 Bizon-2 with side-folding stock.]]&lt;br /&gt;
[[Image:TheDivision PP-19 Bison.jpg|thumb|none|600px|The &amp;quot;Enhanced&amp;quot; PP-19 Bizon-2 with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is an exotic-tier weapon added in update 1.8, called &amp;quot;The House&amp;quot;. It has a special ability where it will randomly bestow an additional 20% more damage to either the first or last half of the magazine, depending on the card flipped on the status screen (the white card stands for the first 50%, while the black card stands for the last 50%).&lt;br /&gt;
&lt;br /&gt;
Due to it's status of essentially being a better MP5 Navy with a clear-cut damage boost and unique aesthetic, its one of the most sought-after end-game weapons in the game, to the point people are willing to go on hour-long Manhunts in the Dark Zone just to be able to steal one off an (un)lucky person and extract it out (although its also obtainable by chance through all world bosses and the Underground).&lt;br /&gt;
&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision House 1.jpg|thumb|none|600px|&amp;quot;The House&amp;quot;]]&lt;br /&gt;
[[Image:TheDivision House 2.jpg|thumb|none|600px|The MPX customized with Aimpoint Micro T-1 red dot sight, loud vent brake, wolf gray vertical grip, and Green Stealth camo - one of the rarest weapon finishes in the game (excluding the ones you can pay for).]]&lt;br /&gt;
[[Image:TheDivision House 3.jpg|thumb|none|600px|Reloading &amp;quot;The House&amp;quot;, one of the most sought-after weapons in the current version of the game.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]], a rather out-of-place obscure Italian &amp;quot;improved&amp;quot; clone of the [[IMI Uzi]] produced from 1984 to 1989, appears in ''The Division'' as the &amp;quot;Black Market T821&amp;quot;. A version with a folding wire stock appears as the &amp;quot;Police T821&amp;quot;. There is also a unique, exotic variant called &amp;quot;Midas&amp;quot;, which sports a two-tone gold and black finish, and has a special ability where it reduces an opponents damage by 20%, but it's damage is also reduced.&lt;br /&gt;
&lt;br /&gt;
The Black Market variant is primarily used by The Cleaners' and the Rikers' standard grenadiers. Rioter squad leaders also make use of the weapon, who like their compatriots, like to fire it sideways &amp;quot;gangster-style&amp;quot; (and being able to snipe players from absurd distances and elevations while doing so, no less). The weapon is also used by some named elite LMB heavy gunners, who use it as their sidearm with an array of aftermarket parts, along with an M60E4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm]]&lt;br /&gt;
[[Image:Division-UZI-1.jpg|thumb|none|600px|The Socimi Type 821 ingame.]]&lt;br /&gt;
[[Image:Division-UZI-2.jpg|thumb|none|600px|A Division Agent holds her Socimi Type 821.]]&lt;br /&gt;
[[File:DivisionT821.jpg|thumb|none|600px|The stocked Type 821.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;Tactical Vector 45 ACP&amp;quot; appears as the SDP stockless version, the &amp;quot;Vector 45 ACP&amp;quot; with the standard folding stock, and finally a variant equipped with an M4 style collapsible stock called the &amp;quot;First Wave Vector 45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon appears prominently throughout game promotional material and artworks in the hands of Division agents, but is strangely never actually used by NPCs in-game. It's most prominent appearance is in the live-action &amp;quot;Agent Origins&amp;quot; trailer, where it is used by several Division agents with a slew of aftermarket attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with a TDI Vector at the ready.]]&lt;br /&gt;
[[Image:TDiv Vector.jpg|thumb|none|600px|A Division Agent engages hostiles with a TDI Vector.]]&lt;br /&gt;
[[Image:Division-Vector-2.jpg|thumb|none|600px|A Division Agent armed with his Vector.]]&lt;br /&gt;
[[File:DivisionVector.jpg|thumb|none|600px|The default KRISS Vector in the final game.]]&lt;br /&gt;
[[File:DivisionlongVector.jpg|thumb|none|600px|The &amp;quot;First Wave Vector 45 ACP&amp;quot; with a Magpul MOE stock, Osprey .45 suppressor, and receiver extension.]]&lt;br /&gt;
[[File:KRISS-SDP.jpg|thumb|none|400px|KRISS SDP - .45 ACP]]&lt;br /&gt;
[[Image:Thedivisiontdivector.jpg|thumb|none|600px|A Division Agent armed with an accessorized SDP Vector.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Mini==&lt;br /&gt;
The Division Agent Megan is seen armed with an [[Intratec TEC-9]] in pre-release footage. The standard TEC-9 is referred to as the &amp;quot;Converted SMG-9 A2&amp;quot; in-game, while the Tec-9 Mini is simply indexed as the &amp;quot;Converted SMG-9&amp;quot;. It has two unique versions named &amp;quot;Eir&amp;quot; and &amp;quot;Hildr&amp;quot;, which have silver and gold finishes respectively, and has a boost designed to work as a pair.&lt;br /&gt;
&lt;br /&gt;
Both TEC-9 variants are exclusively used by rioters of various ranks, all of whom fire it &amp;quot;gangster-style&amp;quot;. Rioters using the A2 variant also have a PEQ-2 laser attached on the barrel shroud, despite the weapon not having a rail mounted there.&lt;br /&gt;
[[image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[image:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[Image:Division-Tec9-1.jpg|thumb|none|600px|Division Agent Megan making her way through the Darkzone with her TEC-9.]]&lt;br /&gt;
[[Image:Division-Tec9-2.jpg|thumb|none|600px|Megan deploying a grenade while armed with her TEC-9.]]&lt;br /&gt;
[[Image:DivisionTec9.jpg|thumb|none|600px|TEC-9 in the customization display.]]&lt;br /&gt;
[[Image:DivisionTec9Mini.jpg|thumb|none|600px|Posing with the TEC-9 Mini.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears ingame as three variants. The first is the standard &amp;quot;AUG A3 Para XS&amp;quot;, which uses an A2-style flat-top rail with the integral grip replaced with another rail. The second is the &amp;quot;Enhanced AUG A3P&amp;quot;, which uses an A3-style top rail with the forend removed and has an olive drab finish. The third is the &amp;quot;Tactical AUG A3P&amp;quot;, which uses an A3 CQC-style forend and tan finish. The guns are popular in the game for having a combination of high accuracy with decent RoF and damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by more elite or specialized enemies in the game. The A3 Para XS variant is used by some named elite cleaner grenadiers with a silencer and standard LMB medics. The Enhanced variant is used by elite medics of the Last Man Batallion and rogue first-wave agents with a variety of customizations.&lt;br /&gt;
&lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|400px|AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[Image:DivisionAUGPara.jpg|thumb|none|600px|A Division Agents holds her AUG A3 9mm XS as she feels like there might be something behind her.]]&lt;br /&gt;
[[Image:DivisionAUGParaReload.jpg|thumb|none|600px|A Division Agent reloads her AUG A3 9mm XS as something ''glorious'' appears out of the fog behind her]]&lt;br /&gt;
[[File:DivisionAUGParaA3.jpg|thumb|none|600px|Another AUG Para with an A3-CQC style forend.]]&lt;br /&gt;
[[File:Division AUGpara A3.jpg|thumb|none|600px|Watching the sunrise with another AUG A3 9mm variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-74U==&lt;br /&gt;
A stock-less AK-74U, mounted upside-down, is used by the turrets employed by Cleaner Engineers. They lack the accuracy and power of the LMB turrets using M249s, but are deployed more frequently in comparison.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|500px|AKS-74U (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;M4&amp;quot;, where it appears in a total of 3 variants. The first is the &amp;quot;Police M4&amp;quot;, which uses standard factory parts and is given to the player upon reaching Manhattan for the first time. The second is the &amp;quot;Lightweight M4&amp;quot;, which uses a variety of custom parts. The third is the LVOA-C, which is listed further below. The Lightweight M4 has an exotic variant called &amp;quot;Liberator&amp;quot;, which has a two-tone black and silver finish with gold accents. It also has a special ability of giving the &amp;quot;Centurion&amp;quot; pistol a headshot damage boost once certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
The weapon is the standard rifle of lower-level Last Man Battalion troops and used by some JTF troops. A customized Police M4A1 also used by veteran Rikers riflemen.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision M4A1 3.jpg|thumb|none|600px|The M4A1 carbine fitted with a handstop and tan sound suppressor.]]&lt;br /&gt;
[[Image:TheDivision M4A1 1.jpg|thumb|none|600px|A Division Agent holds the starting M4A1 equipped with a handstop.]]&lt;br /&gt;
[[Image:TheDivision M4A1 2.jpg|thumb|none|600px|A Division Agent engages some looters with his M4A1.]]&lt;br /&gt;
[[Image:DivisionLWM4.jpg|thumb|none|600px|The &amp;quot;Lightweight&amp;quot; M4 model has a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and a LMT SOPMOD stock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in The Division as the &amp;quot;Urban MDR.&amp;quot; It is an exotic-tier weapon that can only be obtained from certain caches and drops from named enemies or hunters. &lt;br /&gt;
&lt;br /&gt;
It fires on semi-automatic only like the game's marksman rifles; but is categorized as an assault rifle and handles like one as well while dealing almost as much damage as a Marksman rifle (albeit lacking the +100% headshot damage bonus) and the assault rifle family's plentiful ammo stock, making it a particularly versatile weapon. It also benefits from semi-automatic specific skills.&lt;br /&gt;
&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014: the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:TheDivision MDR 1.jpg|thumb|600px|none|Stock Urban MDR with flip-up iron sights. The in-game MDR is based on the prototype model. The selector switch is clearly set to Auto, however this gun is limited to semi-auto fire.]]&lt;br /&gt;
[[Image:TheDivision MDR 2.jpg|thumb|600px|none|Customized Urban MDR with Omega rifle suppressor, handstop, Leupold VX-1 scope, and 44-round hi-cap magazine (it has no 3D model like on most other guns).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;Military SA-58&amp;quot;. It is incorrectly classified as an assault rifle, as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SA58Para-menu.jpg|thumb|none|600px|A SA58 Para Tactical as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SA58Tactical-inspect.jpg |thumb|none|600px|A Division Agent inspects his SA58 Para Tactical.]]&lt;br /&gt;
[[Image:TheDivision SA58Para-reload.jpg|thumb|none|600px|A Division Agent reloads his SA58 Para Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
An even more compact version of the SA58, the [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. As with the above example, is incorrectly classified as an assault rifle as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SA58OSW-menu.jpg|thumb|none|600px|A SA58 OSW as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SA58OSW-reload.jpg |thumb|none|600px|A Division Agent reloads his SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] originally appeared in The Division as the &amp;quot;FAMAS&amp;quot;. After an update, it was turned into a unique, exotic weapon and now called the &amp;quot;Bullfrog&amp;quot;, where it can only be obtained by either opening caches that offer exotic-tier items or defeating high-level bosses. The weapon has a special ability where it bestows a flat 15% damage boost, so long as no stability and/or accuracy mods-giving are installed on the weapon.&lt;br /&gt;
&lt;br /&gt;
The weapon has the fastest RoF for any assault rifle in the game, with a base speed of 900RPM.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:TheDivision FAMAS Surbaissé.jpeg|thumb|none|600px|The FAMAS Valorisé in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G Series==&lt;br /&gt;
The [[FN FAL|FN FAL G Series]] appears in game as the &amp;quot;Classic FAL&amp;quot;. Similarly to the SA58 examples above, it is incorrectly classified as an assault rifle, as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:ThedivisionFAL1.jpg|600px|thumb|none|The Classic FAL in game.]]&lt;br /&gt;
[[Image:The divisionFAL2.jpg|600px|thumb|none|The FAL in game. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionFAL3.jpg|600px|thumb|none|A Division Agent rocks a fresh magazine into his FAL...]]&lt;br /&gt;
[[Image:ThedivisionFAL4.jpg|600px|thumb|none|...then chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police SCAR-H&amp;quot; and &amp;quot;Military SCAR-H&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. There is also a unique variant called the &amp;quot;Tenebrae&amp;quot;, which has the special ability of resetting the party's cooldowns if the player kills an enemy by shooting their weakpoints (ammo canisters, grenade pouches...etc).&lt;br /&gt;
&lt;br /&gt;
It is classified as a marksman rifle and fires in semi-auto only. &lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division-SCAR-1.jpg|600px|thumb|none|Overview of a FN SCAR-H.]]&lt;br /&gt;
[[Image:Division-SCAR-2.jpg|600px|thumb|none|A Division agent holds her SCAR-H fitted with a Magpul MVG vertical foregrip.]]&lt;br /&gt;
[[Image:DivisionSCARcustom.jpg|thumb|none|600px|The &amp;quot;Police Mk17&amp;quot; variant, which features the VLTOR VSS-11 stock and a Tango Down rail extension.]]&lt;br /&gt;
[[File:tclancy division scar tenebrae.jpg|600px|thumb|none|A stock Exotic &amp;quot;Tenebrae&amp;quot; variant with its black stock and lower, and golden tiger stripe upper.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-L|FN SCAR-L]] is available in the game and appears in the same name. The weapon has two other custom variants, one is the &amp;quot;SOCOM&amp;quot; variant which sports an aftermarket extended rail. The other is the &amp;quot;Tactical MK-16&amp;quot;, which sports a shortened carbine barrel, aftermarket fore-end rail, and the stock has been replaced with a Magpul M4-style stock. There is also a unique variant called &amp;quot;Caduceus&amp;quot;, which is a standard SCAR-L that sports a two-tone blue and black finish with gold parts. It has a special ability where it heals all nearby friendly players, every time it scores a critical hit.&lt;br /&gt;
&lt;br /&gt;
The weapon is seen with numerous division-specific weapon caches in the world environment, somewhat implying its used by them (although no NPC in the game uses the weapon). It is also used by a few Division members of Noble squad which can be seen during ECHO-reconstructions, although this was taken from them by Rikers after they were ambushed and killed.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[file:TheDivision scar-l.jpg|thumb|none|600px|Overview of a Standard FN SCAR-L with a PMAG. Note that the front sight post has been removed from the gas block. Presumably because having two front sights would be redundant.]]&lt;br /&gt;
[[File:DivisionMk16.jpg|thumb|none|600px|The high end Mk. 16 version, featuring the VLTOR CASV handguard and AR stock adapter.]]&lt;br /&gt;
[[file:The Division SCAR-L.jpeg|thumb|none|600px|A patriotic Division Agent holds a white SCAR-L with a vertical grip.]]&lt;br /&gt;
[[File:DivisionSCARsocom.jpg|thumb|none|600px|&amp;quot;SOCOM SCAR-L&amp;quot;, which has features a Primary Weapons Systems SRX Rail with the rails removed for extra-low drag in the playpen, in case those toddlers get out of line...]]&lt;br /&gt;
[[File:TheDivision BulletKing.jpg|thumb|none|600px|A graffiti tribute to the &amp;quot;Bullet King&amp;quot;, the most (in)famous Light Zone Boss in the game. He's even mentioned in the wikipedia article about The Division.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G36C ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants featured in The Division.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision G36C.jpg|thumb|600px|none|A detail shot of the G36C being held by a Division Agent.]]&lt;br /&gt;
[[Image:TheDivision G36C 2.jpg|thumb|600px|none|A mall cop wielding the G36C as he swears vengeance on the hoodlums who didn't back it up when he told them to.]]&lt;br /&gt;
[[File:DivisionG36reload.jpg|thumb|none|600px|Reloading a &amp;quot;Dogfish&amp;quot; camouflaged G36C. Unlike many games, the transparent magazine actually shows the ammo depleting.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in The Division as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision G36.jpg|thumb|none|600px|An unmodified G36V.]]&lt;br /&gt;
[[Image:TheDivision G36 4.jpg|thumb|none|600px|An agent holding a G36V. Note the Mechanix gloves.]]&lt;br /&gt;
[[Image:The division G3 2.jpg|thumb|none|600px|The agent at the ready with his G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK243==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch HK243|Heckler &amp;amp; Koch HK243 S TAR]] appears in The Division as the &amp;quot;G36 Enhanced&amp;quot;. In real life, the HK243 is the European designation (the American version, HK293, has not been released yet) of the semi automatic civilian version of the G36. Despite the in-game HK243 being fully automatic, the real life version was specifically designed to be difficult to convert to fully automatic. However, the gun can be be identified by its distinctive frame (the S TAR variant) and its use of STANAG magazines. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK243 S TAR.jpeg|thumb|none|500px|Heckler &amp;amp; Koch HK243 S TAR - .223 Remington]]&lt;br /&gt;
[[Image:TheDivision G36 3.jpg|thumb|none|600px|The Heckler &amp;amp; Koch HK243 in The Division.]]&lt;br /&gt;
[[Image:TheDivision HK243 close.jpeg|thumb|none|600px|Closeup of the HK243.]]&lt;br /&gt;
[[Image:TheDivision HK243 wide.jpeg|thumb|none|600px|A Division Agent holding an HK243 with ACOG and vertical fore grip.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AKM]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;. A customized version of the AKM is erroneously referred to as the &amp;quot;Black Market AK-74&amp;quot;. There is also a unique variant called the &amp;quot;Warlord&amp;quot;, which is a classic AK with a gaudy silver and black finish with gold engravings. The weapon has a unique ability where it reduce taken damage by 20% while it is firing.&lt;br /&gt;
&lt;br /&gt;
The classic AK-47 is used by Cleaners riflemen with a jury-rigged flamethrower mounted under it. The Black Market AK-74 is used by some named rogue first-wave Division agents.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:ThedivisionAKM1.jpg|thumb|none|600px|The AKM ingame.]]&lt;br /&gt;
[[Image:TheDivision AKM custom.jpeg|thumb|none|600px|The &amp;quot;Black Market AK-74&amp;quot; is actually a custom AKM with various accessories such as a Magpul CTR stock and PMAG as well as an AK-47 style muzzle brake. It can be identified as an AKM by its receiver and and the slanted magazine.]]&lt;br /&gt;
[[Image:TheDivision Custom AKM close.jpeg|thumb|none|600px|As if the game were not confused enough about this gun already, now it thinks the AKM is a piece of clothing.]]&lt;br /&gt;
[[Image:ThedivisionAKM2.jpg|thumb|none|600px|The AKM ingame. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionAKM4.jpg|thumb|none|600px|Reloading an accessorized AKM. Note the quad-stack magazine which appears if an &amp;quot;Extended Magazine&amp;quot; attachment is used.]]&lt;br /&gt;
[[Image:ThedivisionAKM3.jpg|thumb|none|600px|A Division Agent chambers a round during a reload with the default AKM. Also note the glowing barrel after long sustained fire.]]&lt;br /&gt;
[[Image:Division-AK-3.jpg|thumb|none|600px|The Cleaners' AKM fitted with an under barrel flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-74==&lt;br /&gt;
The [[AK-74]] appears in the game as different variants, although some are erroneously referred to as their 7.62mm predecessors such as the &amp;quot;AK-47M&amp;quot;. It uses polymer parts with a railed fore-end.&lt;br /&gt;
&lt;br /&gt;
The weapon is used primarily by the standard Rikers riflemen.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK-74(plum).jpg|thumb|none|500px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[Image:TheDivision AK-74.jpeg|thumb|none|600px|The AK-74 appearing as the &amp;quot;AK-47M&amp;quot; in The Division.]]&lt;br /&gt;
[[Image:TheDivision AK-74 close.jpeg|thumb|none|600px|Closer view of the AK-74.]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] with a 16.5&amp;quot; barrel appears in-game as two different variants; the &amp;quot;Military P416&amp;quot; and the &amp;quot;P416 G3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Various veteran and elite members of the Last Man Battalion PMC makes use of customized Military P416s as their standard assault rifle. The P3 variant is used by the mysterious Hunters and by Larae Barret, de-facto leader of the Rikers.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-P416-2.jpg|600px|thumb|none|A Division Agent holds her P416 fitted with a tan Aimpoint CompM2 and red Fortis SHIFT foregrip.]]&lt;br /&gt;
[[file:TheDivision P416.jpg|thumb|none|600px|Overview of a Patriot Ordnance Factory P416.]]&lt;br /&gt;
[[file:TheDivision P416 1.jpg|thumb|none|600px|A Division Agent holds a P416.]]&lt;br /&gt;
[[file:TheDivision P416 2.jpg|thumb|none|600px|The same Division Agent reloading his P416.]]&lt;br /&gt;
[[file:P416.jpg|thumb|none|500px|Patriot Ordnance Factory P416 with 10.5-inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DivisionP416.jpg|thumb|none|600px|Another agent showing off the NP3 treated P416 &amp;quot;G3&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The 2012 version of the [[Remington ACR]] is available in the game with multiple variants. A 2012 Remington ACR with a black finish, a fixed stock, and MOE handguard is available simply as the &amp;quot;ACR&amp;quot;. The &amp;quot;Enhanced ACR-E&amp;quot; is the more typical 2012 ACR with a tan finish, adjustable folding stock, and the standard 5-sided railed handguard, while the &amp;quot;Tactical&amp;quot; is the enhanced variant with a shortened 10.5 inch barrel.&lt;br /&gt;
&lt;br /&gt;
Elite riflemen of the Last Man Battalion make use of customized standard ACRs as their weapon. Rogue first-wave agents make use of the enhanced and tactical variant with several attachments. The weapon also appears quite frequently in the game's trailers, somewhat implying it's status as The Division's standard-issue assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:ACR2012.jpg|thumb|none|500px|Remington ACR 2012 version with 16.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-ACR-1.jpg|thumb|none|600px|Overview of a ACR fitted with a Trijicon ACOG scope and Fortis SHIFT foregrip.]]&lt;br /&gt;
[[Image:Division-ACR-2.jpg|thumb|none|600px|A Division Agent checks his ACR.]]&lt;br /&gt;
[[Image:DivisionACRE.jpg|thumb|none|600px|The Remington ACR-E, note the folding adjustable stock.]]&lt;br /&gt;
[[Image:DivisionACRcarbine.jpg|thumb|none|600px|The &amp;quot;Tactical ACR&amp;quot; with a compact 10.5&amp;quot; barrel and the 2012 spec upper receiver.]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with a &amp;quot;Enhanced ACR-E&amp;quot; on his back]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] is an available weapon and characterized as one of the best end-game weapons available due to its high RoF and decent stats overall. Appears as &amp;quot;LVOA-C.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is sometimes used by the Hunters.&lt;br /&gt;
&lt;br /&gt;
[[File:LVOA-S.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:The-division-zbrush-summit-2014-lvoa-s.jpg|thumb|none|600px|Texture-less render of the War Sport LVOA-S.]]&lt;br /&gt;
[[Image:TheDivision LVOA-S.jpeg|thumb|none|600px|The War Sport LVOA-S in The Division.]]&lt;br /&gt;
[[Image:TheDivision LVAO-S close.jpeg|thumb|none|600px|Close up of the War Sport LVOA-S.]]&lt;br /&gt;
[[Image:TheDivision LVAO-S wide.jpeg|thumb|none|600px|A Division Agent holding a War Sport LVOA-S.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
Bronson can be seen with a [[Benelli M4]] with fixed stock on his back. Appears ingame as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed forend, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;, as well as a short-barreled version called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Super 90 variant is sometimes used by JTF troops.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[Image:Division-Shotgun-2.jpg|thumb|none|600px|The Benelli M4 ingame.]]&lt;br /&gt;
[[Image:DivisionBenelliM4.jpg|thumb|none|600px|The &amp;quot;Marine Super 90&amp;quot; in the hands of an agent.]]&lt;br /&gt;
[[Image:Division-ShotgunPistol-1.jpg|thumb|none|600px|Bronson with the Benelli M4 on his back.]]&lt;br /&gt;
[[File:DivisionSalientArmsBenelli.jpg|thumb|none|600px|The &amp;quot;Tactical Super 90 SBS&amp;quot;, which is a short barreled Salient Arms International Benelli M4.]]&lt;br /&gt;
[[File:DivisionBenellireload.jpg|thumb|none|600px|The reload animation of the M4 has the character chamber-load it, regardless of whether the weapon is empty or not. Remaining shells are loaded normally.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12==&lt;br /&gt;
The [[AA-12]] automatic 12 gauge shotgun appears in The Division as &amp;quot;The Showstopper&amp;quot;. The shotgun is fitted with a 20-round drum magazine, a flash hider, and accessory rails. It also has a special ability where the gun's spread becomes tighter as it loses ammunition inside it's magazine. It is so far the only fully-automatic shotgun in the game.&lt;br /&gt;
&lt;br /&gt;
Its an exotic-tier weapon that can only be obtained, either through exotic-tier caches or drops from several bosses.&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|400px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[Image:TheDivision AA-12.jpeg|thumb|none|600px|Detailed view of the AA-12.]]&lt;br /&gt;
[[Image:TheDivision AA-12 close.jpeg|thumb|none|600px|Close up of the AA-12.]]&lt;br /&gt;
[[Image:TheDivision AA-12 wide.jpeg|thumb|none|600px|A Division Agent with an AA-12 fitted with a vertical fore grip and a UCP paint job based on the UCP pattern cover wrapped on the AA-12 in the movie [[Predators]].]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. The weapon is one of the most used-weapons in the game by NPCs.&lt;br /&gt;
&lt;br /&gt;
The weapon and its variants are used by a variety of factions. The Express variant is used by standard engineers of The Cleaners and standard Rikers close assault troops, and some JTF soldiers. The &amp;quot;Military&amp;quot; variant is used by elite close assault troops of the Rikers, standard close assault troops of the Last Man Battalion, elite engineers and some named rogue first-wave agents that only appear on legendary difficulties. The &amp;quot;Custom&amp;quot; variant is used by some elite named engineers of The Cleaners and the LMB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:TheDivision Military M870.jpg|thumb|none|600px|The Remington 870 Express Tactical in game.]]&lt;br /&gt;
[[Image:Division-Shotgun-4.jpg|thumb|none|600px|The Remington 870 Express Field Gun ingame, fitted with a Trijicon SRS red dot sight and a handstop on the fore-end.]]&lt;br /&gt;
[[Image:Division-Shotgun-5.jpg|thumb|none|600px|A Division Agent with her 870 Express Field Gun.]]&lt;br /&gt;
[[Image:The-division-zbrush-summit-2014-m870.jpg|thumb|none|600px|A texture-less render of a modified 870 Express Tactical with a 870 New Police Tactical-style pistol grip and M4 stock adapter and a heatshield/quad-rail system.]]&lt;br /&gt;
[[Image:Division870railed.jpg|thumb|none|600px|The finished quad-railed 870.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm. The weapon has two exotic variants, one called &amp;quot;Cassidy&amp;quot; a full-length DBL shotgun with a bright brown finish and golden engravings, and has a special ability of discharging both barrels in one trigger pull. The other is the &amp;quot;Defiler&amp;quot;, which uses the same look as Cassidy, but in sawed-off form.&lt;br /&gt;
&lt;br /&gt;
The full-sized DBL is sometimes used by elite named Cleaners engineers.&lt;br /&gt;
[[Image:LCSmithSxSShotgunField.jpg|thumb|none|500px|L.C. Smith Cased hardened hammerless side by side Field shotgun - 12 gauge]]&lt;br /&gt;
[[file:TheDivision Double Barrel Shotgun.jpg|thumb|none|600px|Double Barrel Shotgun.]]&lt;br /&gt;
[[File:TheDivision Side by side double barrel shotgun.jpg|thumb|none|600px|An agent holding the double Barrel Shotgun.]]&lt;br /&gt;
[[file:TheDivision side by side double barrel shotgun 2.jpg|thumb|none|600px|An agent uses a double barrel shotgun to stop birds from spreading the infection.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12==&lt;br /&gt;
A standard model [[Saiga 12|Saiga-12]] shotgun is available in the game. Called the &amp;quot;SASG-12&amp;quot; ingame. It has two other variants, one is the &amp;quot;Tactical&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend. The other is the &amp;quot;Black Market&amp;quot; variant which sports a shortened barrel, aftermarket quad-rail fore-end and the stock is replaced with a folding wire stock, similar to the ones used with [[Galil]]s. There is also a unique variant called &amp;quot;Medved&amp;quot;, which is Saiga-12K with a gaudy dark purple finish with wooden parts and gold and silver engravings, it also has the unique capability of firing slug rounds, rather than traditional buckshot but cannot mount an forend attachment due to a lack of rails.&lt;br /&gt;
&lt;br /&gt;
The weapon is the most popular shotgun in the game, owing to it's high damage per shot (albeit still lower than the Super 90 family), decent RoF, and is the only semi-auto shotgun that uses a detachable magazine, allowing for quicker reloads.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Market&amp;quot; variant is used by rogue first-wave agents, while the full-sized &amp;quot;Tactical&amp;quot; variant is used by elite close-quarters troops of the Last Man Battalion. The standard variant is also uncommonly used by some LMB close quarters troops.&lt;br /&gt;
&lt;br /&gt;
[[file:Saiga12new.jpg|thumb|none|500px|Saiga-12 - 12 gauge]]&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|500px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[file:TheDivision Saiga 12K.jpg|thumb|none|600px|Saiga-12.|Overview of a Saiga-12]]&lt;br /&gt;
[[file:TheDivision Saiga 12K 1.jpg|thumb|none|600px|Saiga-12.|A Division Agent holds a Saiga-12]]&lt;br /&gt;
[[file:TheDivision Saiga 12K 2.jpg|thumb|none|600px|Saiga-12.|A Division Agent reloads the Saiga-12]]&lt;br /&gt;
[[File:DivisionSaiga12S.jpg|thumb|none|600px|The Saiga-12S variant, which appears with a cut down barrel and aftermarket furniture.]]&lt;br /&gt;
[[File:DivisionSaiga12K.jpg|thumb|none|600px|An agent shows us his Saiga-12K variant inside the sewers.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] appears in the game with two different variants: the shorter-barrel Covert version appears as the &amp;quot;SRS Covert&amp;quot; while the full-length version appears as the &amp;quot;SRS A1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The covert variant is used by Rikers snipers, while the A1 variant is used by Last Man Battalion snipers.&lt;br /&gt;
&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-menu.jpg|thumb|none|600px|The &amp;quot;SRS Covert&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-inspect.jpg|thumb|none|600px|A Division Agent inspects his customized &amp;quot;SRS Covert&amp;quot; fitted with a scope, FORTIS Shift foregrip, a Surefire SOCOM muzzle brake, and an old 6-color &amp;quot;chocolate chip&amp;quot; camouflage pattern.]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-reload1.jpg|thumb|none|600px|The Agent removes the magazine with his right hand while holding up the rifle with his left...]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-reload2.jpg |thumb|none|600px|... and inserts a fresh mag.]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:TheDivision SRS-menu.jpg |thumb|none|600px|The full sized rifle called the &amp;quot;SRS A1&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SRS-reload1.jpg|thumb|none|600px|Having narrowly escaped several hackers in the Dark Zone, the Agent calmly reloads his newly acquired &amp;quot;SRS A1&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision SRS-reload2.jpg|thumb|none|600px|The Agent inserts a fresh magazine into his SRS.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H SSR ==&lt;br /&gt;
The [[FN SCAR|FN SCAR-H Precision Rifle]] initially appeared in the pre-release trailer as the &amp;quot;Police Mk17 SR&amp;quot;, modeled with a 10-round magazine. The released game features the [[FN SCAR|FN SSR]], with 20-round magazines.&lt;br /&gt;
[[File:SCARH-PR.jpg|thumb|none|500px|FN SCAR-H Precision Rifle with scope, Harris bipod, and 10-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TDiv SSR.jpg|thumb|none|600px|An Agent inspects a FN SCAR-H Precision Rifle in a weapon case. This feature was only seen in trailers and the alpha builds of the game as it was dropped in the beta and eventually the released version for simpler menu-based graphics.]]&lt;br /&gt;
[[Image:DivisionSCARMk20.jpg|thumb|none|600px|Previwing the &amp;quot;SOCOM Mk20 SSR&amp;quot;.]]&lt;br /&gt;
[[Image:DivisionSCARMK20agent.jpg|thumb|none|600px|A heavily customized Mk. 20 SSR.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] appears in-game classified as a marksman rifle with 3 different variants. A regular M44 Carbine with a turned down bolt handle appears as the &amp;quot;Classic M44 Carbine&amp;quot;, while a sporterised version appears as the &amp;quot;Hunting M44 Carbine&amp;quot;. A modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot; and unlike the regular variants, it has the ability to accept magazine and grip modifications.&lt;br /&gt;
&lt;br /&gt;
The M44 Carbine is used by lower-level rioter snipers, who are strangely less powerful than their elite counterparts, who use a semi-automatic rifle. The Hunting version however, that is sometimes used by Hunters, who unlike their civilian counterparts, are easily capable of wounding or outright incapacitating agents in a few shots.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:ThedivisionM441.jpg|thumb|none|600px|The Mosin Nagant M44 Carbine ingame.]]&lt;br /&gt;
[[Image:ThedivisionM442.jpg|600px|thumb|none|The Mosin Nagant M44 Carbine ingame. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionM443.jpg|thumb|none|600px|Reloading the M44 Carbine. On a partial reload the Division Agent will load bullets in one at a time, however on a full reload the player only loads once with a stripper clip instead of 5 separate rounds.]]&lt;br /&gt;
[[Image:DivisionMosinNagant.jpg|thumb|none|600px|A Division Agent looks at a dead scavenger's scoped M44 Carbine, wondering how exactly that scope hasn't fallen off yet. Note the sidefolder bayonet.]]&lt;br /&gt;
[[Image:TheDivision MosinNagantSporter-menu.jpg|thumb|none|600px|A sporterised Mosin-Nagant M44 called the &amp;quot;Hunting M44 Carbine&amp;quot;, as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision MosinNagantSporter-reload.jpg|thumb|none|600px|A Division Agent reloads his &amp;quot;Hunting M44 Carbine&amp;quot; customised with a tan Leupold Mark 8 CQBSS scope, a muzzle brake, and a light blue paint job.]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:TheDivision M44custom-menu.jpg|thumb|none|600px|A customized Mosin-Nagant in an Archangel stock in the menu. Unlike the other variants, this version can accept magazine attachments, which the regular M44 Carbines with internally-fixed magazines cannot do.]]&lt;br /&gt;
[[Image:TheDivision M44Custom-inspect.jpg|thumb|none|600px|A Division Agent inspects a scope-less &amp;quot;Custom M44 Carbine&amp;quot;. Note the lack of rails when no scope attachments are equipped.]]&lt;br /&gt;
[[Image:TheDivision M44custom-reload.jpg|thumb|none|600px|A Division Agent reloads the custom Mosin-Nagant with a box magazine instead of stripper clips. The weapon has a default magazine capacity of 5 rounds, same as the regular variants despite being modeled with the custom 10 round box magazine although modifications with extended magazine perks may amend this.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] appears as the &amp;quot;M700&amp;quot; in The Division, and comes in a &amp;quot;Tactical&amp;quot; and &amp;quot;Carbon&amp;quot; version. The vanilla M700 comes with a standard wooden body. The Tactical version is fitted with a McMillan A5 stock, night vision rail, and other customizations. The Carbon version has an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The weapon has a unique ability of granding +10% damage, so long as the shooter is elevated above the target.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:TheDivision Remington 700.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; in The Division.]]&lt;br /&gt;
[[Image:TheDivision Remington 700 close.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; closer view.]]&lt;br /&gt;
[[Image:TheDivision Remington 700 wide.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; being held by a Divsion Agent.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer 716G2 Patrol==&lt;br /&gt;
&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG 716 G2]] is an exotic  weapon recently introduced in update 1.8, where it takes two forms, &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot;. The &amp;quot;Heel&amp;quot; is equipped with a Fortis Night Rail handguard and a CQB barrel, while &amp;quot;Devil&amp;quot; uses the handguard of the older generation 716 and has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
Devil has a special ability of attaining bonus headshot damage after landing a body shot and a handling bonus after landing a headshot. Heel has a special ability of boosting damage once you hit a weakpoint of an enemy (NPC grenade bandoleers, ammo boxes and such) and critical damage is boosted by hitting skill proxies (gun turrets, shields, and such).&lt;br /&gt;
&lt;br /&gt;
As unfeasible as it is due to Marksman ammo being scarce (and general mediocrity of both guns); Devil and Heel are meant to work in tandem (as in equipped on both of your primary weapon slots), where both of them would benefit from each-other's bonuses once attained and the duration of each bonus is longer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision Heel 1.jpg|thumb|none|600px|The &amp;quot;Heel&amp;quot; exotic sniper rifle with SilencerCo Omega suppressor and 12X scope. Despite the PMAG, both weapon variants have a default capacity of 15 rounds.]]&lt;br /&gt;
[[Image:TheDivision Devil 1.jpg|thumb|none|600px|Stock &amp;quot;Devil&amp;quot; in the hands of an agent cosplaying as a Cleaner.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;Classic M1A&amp;quot;. There is also a unique variant called the &amp;quot;Historian&amp;quot;, which has a dark wooden body and silver metallic parts. The weapon also has a unique ability of firing explosive rounds by default.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite rioter snipers.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision 2016-01-31 14-12-12-38.jpg|thumb|none|600px|Overview of a M1A with a Trijicon SRS red dot sight and muzzle-braked suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot; as well as a customized version in a JAE-100 G3 stock as the &amp;quot;First Wave M1A&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The cleaners use both variants. Standard snipers are armed with the SOCOM variant, while the First Wave variant is used by elite named snipers.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TomClancyTheDivision SOCOM16.jpg|thumb|none|600px|Megan hides behind cover with a M1A SOCOM 16 as she stalks a hostile.]]&lt;br /&gt;
[[File:TheDivision SOCOM16-menu.jpg|thumb|none|600px|A default SOCOM 16 in the menu screen.]]&lt;br /&gt;
[[File:TheDivision SOCOM16-3rdperson.jpg|thumb|none|600px|A Division Agent holds his SOCOM 16 fitted with a Leupold Mark 4 scope]]&lt;br /&gt;
[[Image:M1A_JAE-100.jpg|thumb|none|500px|M1A in a JAE-100 G3 stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-menu.jpg|thumb|none|600px|A default &amp;quot;First Wave M1A&amp;quot; with a Leupold VX-1 scope as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-inspect.jpg|thumb|none|600px|A Division Agent inspects his gaudily customised &amp;quot;First Wave M1A&amp;quot; carbine fitted with a Leupold Mark 8 CQBSS scope, muzzle brake, a red Fortis SHIFT foregrip, and yet another bizarre camo paint scheme.]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-reload.jpg|thumb|none|600px|The Agent reloads a default &amp;quot;First Wave M1A&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division in two variants, called the &amp;quot;Surplus SVD&amp;quot; and the &amp;quot;Paratrooper SVD&amp;quot;, both of which feature a short barrel. The &amp;quot;Surplus SVD&amp;quot; otherwise appears to be a standard SVD. The &amp;quot;Paratrooper SVD&amp;quot;, despite its name, appears to be a SVD-M with synthetic furnishings and stock, rather than being an SVDS with the folding stock.&lt;br /&gt;
&lt;br /&gt;
The Paratrooper variant is used by snipers of the Hunters, who are capable of bringing down players with ease thanks to it's semi-auto feature.&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:TheDivision SVD.jpg‎|thumb|none|600px|The &amp;quot;Surplus SVD&amp;quot; in The Division. Note that both rifles use the incredibly short barrel of the Far Cry 3/4 model.]]&lt;br /&gt;
[[File:TheDivision SVD 3.jpg|thumb|none|600px|The &amp;quot;Paratrooper SVD&amp;quot;.]]&lt;br /&gt;
[[File:TheDivision SVD 4.jpg‎|thumb|none|600px|A Division Agent holding his &amp;quot;Paratrooper SVD&amp;quot;.]]&lt;br /&gt;
[[File:DivisionSVDchambering.jpg|thumb|none|600px|Pulling the charging handle on the SVD. It does not lock back when empty, which is incorrect.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant called the &amp;quot;Custom L86 A2&amp;quot; is a variant that sports an aftermarket railed forend.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-LMG-3.jpg|thumb|none|600px|The L86A2 in-game.]]&lt;br /&gt;
[[Image:DivisionL86A2.jpg|thumb|none|600px|&amp;quot;Custom L86 A2&amp;quot;, which features Daniel Defense's railed forend.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears ingame as the &amp;quot;M249 B&amp;quot;. It has a 100-round cloth belt box in M81 pattern. The Paratrooper variant appears as the &amp;quot;Tactical M249 Para&amp;quot;. A modified M249 is also seen as the base of the Last Man Battalion's Engineers' deployable autoturrets. The weapon's rate of fire is reduced in the game, with it only able to fire at 550 RPM by default.&lt;br /&gt;
&lt;br /&gt;
Heavy gunners of The Rikers and Cleaners use M249-E2s as their weapon of choice. Lower-level gunners of the Last Man Batallion also makes use of the M249.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DivisionM249E2.jpg|thumb|none|600px|The M249-E2 with an ACOG and AN/PEQ-15 laser]]&lt;br /&gt;
[[Image:DivisionM249E2_2.jpeg|thumb|none|600px|The Division agent reloads her M249-E2 during a firefight, as Broadway lights up like, well, Broadway.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 48 Mod 0 ==&lt;br /&gt;
The [[FN_Minimi#Mk_48_Mod_0|Mk 48 Mod 0]] appears in the game as two different variants; the &amp;quot;MK46&amp;quot; and the &amp;quot;Military MK46&amp;quot;, incorrectly identified as its 5.56x45mm cousin Mk 46 Mod 0.&lt;br /&gt;
[[Image:MK48.jpg|thumb|none|500px|FN Mk 48 Mod 0 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division-LMG-1.jpg|thumb|none|600px|Bronson with his Mk 48.]]&lt;br /&gt;
[[Image:Division-LMG-2.jpg|thumb|none|600px|Bronson engaging hostiles with his Mk 48.]]&lt;br /&gt;
[[Image:TheDivision MK46 menu.jpg|thumb|none|600px|The &amp;quot;Military Mk46&amp;quot; version in the menu.]]&lt;br /&gt;
[[Image:TheDivision MK46 reload.jpg|thumb|none|600px|A Division Agent reloads his custom-painted &amp;quot;Military Mk46&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;Infantry MG5&amp;quot; in The Division. &lt;br /&gt;
&lt;br /&gt;
The weapon is popular in the game for possessing a high rate of fire among the LMG family, but hampered by its lower 50-round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|401px|Heckler &amp;amp; Koch MG5 General-Purpose Machine Gun, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision MG5.jpeg|thumb|none|600px|The MG5 with standard 50 round box.]]&lt;br /&gt;
[[Image:TheDivision MG5 close.jpeg|thumb|none|600px|A close up of the MG5 with its standard RAL8000 paint job.]]&lt;br /&gt;
[[Image:TheDivision wide.jpeg|thumb|none|600px|A Division Agent with an MG5.]]&lt;br /&gt;
[[File:DivisionMG5 (1).jpg|thumb|none|600px|Loading the belt into the feed tray of the MG5.]]&lt;br /&gt;
[[File:DivisionMG5 (2).jpg|thumb|none|600px|Another shot of the MG5's reload.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available ingame as the &amp;quot;Classic RPK-74&amp;quot;. A heavily customized variant appears as the &amp;quot;Black Market RPK-74 E&amp;quot;. There is also a unique version called the &amp;quot;Pakhan&amp;quot;, which sports a gold and black finish with bright brown wooden parts, and has the special ability of increasing it's magazine count by a maximum of 20% if it kills an enemy before reloading.&lt;br /&gt;
&lt;br /&gt;
The classic variant is used by rioter heavy gunners.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:TheDivision RPK74.jpg|thumb|none|600px|Ingame RPK-74 fitted with a suppressor and an Aimpoint M68 (CompM2) red dot sight mounted on its railed top cover.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash RPK-74M ==&lt;br /&gt;
The military-spec variant of the [[RPK-74|RPK-74M]] appears in the game as the &amp;quot;Military RPK-74 M&amp;quot;.&lt;br /&gt;
[[Image:Rpk74m.jpg|thumb|none|500px|RPK-74M light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[File:TheDivision_RPK74M-menu.jpg|thumb|none|600px|A default RPK-74M in the menu screen.]]&lt;br /&gt;
[[File:TheDivision_RPK74M-reload.jpg|thumb|none|600px|A Division Agent removes the magazine of his vanilla RPK-74M while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. There is also a unique variant called the &amp;quot;Hungry Hog&amp;quot;, which sports a silver and black finish with gold engravings. It also has the special ability of temporarily boosting it's damage for every enemy it kills.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite heavy gunners of the Last Man Battalion.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision M60-menu.jpg |thumb|none|600px|A default M60 machine gun in the menu. Unlike other machine guns in ''The Division'', the ammo belts of the M60 variants hang freely, only visibly depleting when reaching the last 10 or so rounds.]]&lt;br /&gt;
[[Image:TheDivision M60.jpeg|thumb|none|600px|A close up of the M60.]]&lt;br /&gt;
[[Image:TheDivision M60 wide.jpeg|thumb|none|600px|A Division Agent traverses the urban jungle with his M60.]]&lt;br /&gt;
[[Image:TheDivision M60-reload.jpg|thumb|none|600px|A Division Agent reloads his M60. Note the lack of bipod on the barrel group.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is an exotic-tier weapon added in update 1.8, where it is called &amp;quot;Big Alejandro&amp;quot;. The weapon has a unique ability where it will gain a maximum of 50% additional damage for every hit it scores while fired in cover, but this will be lost if the player reloads or kills an enemy.&lt;br /&gt;
&lt;br /&gt;
Its also unique for having the fastest RoF of any weapon in the game, clocking in at a maximum of 1000 RPM (and can be increased with mods).&lt;br /&gt;
&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|400px|CETME Ameli Light Machine Gun - 5.56x45mm]]&lt;br /&gt;
[[Image:TheDivision BigAlejandro 2.jpg|thumb|none|600px|Big Alejandro with an EOTech 552 holographic sight mounted on the redesigned carrying handle. The vent holes actually are from the MG3, the gun the Ameli is based on.]]&lt;br /&gt;
[[Image:TheDivision BigAlejandro 1.jpg|thumb|none|600px|Big Alejandro: &amp;quot;Long live the Light Machine Gun&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 43 Mod 1 Machine Gun==&lt;br /&gt;
The [[M60_Machine_Gun#MK43_Mod_0.2F1|Mk 43 Mod 1]] appears in the game as the &amp;quot;Military M60 E4&amp;quot; as well as the most recent US Ordnance version, which has two variants in game: the &amp;quot;Military M60 E6&amp;quot; and the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A heavily customized E4 is used by heavy shielded gunners of the Last Man Battalion, while the E6 variant is used by elite gunners found in legendary difficulties.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision M60E4-menu.jpg|thumb|none|600px|A default &amp;quot;Military M60 E4&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision M60E4-reload.jpg|thumb|none|600px|A Division Agent replaces the belt of his &amp;quot;Military M60 E4&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision M60MK43 menu.jpg |thumb|none|600px|A default &amp;quot;Black Market M60 E6&amp;quot; in the menu. Note the new E6 installment stock and tan pistol grip, feed cover, and rails.]]&lt;br /&gt;
[[Image:TheDivision M60MK43 reload.jpg |thumb|none|600px|Feeling the spotlight on him, the Agent empties his &amp;quot;Black Market M60 E6&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
Last Man Battalion grenadiers and certain elite Rikers grenadiers use the [[Milkor MGL#Mark 14 / M32A1|Mark 14 MGL]], loaded with HE rounds, against the JTF and Division Agents. Unlike the traditional grenades thrown by enemies; launcher grenades explode instantly upon impact, have a longer range, a faster rate of fire, but smaller area of effect.&lt;br /&gt;
&lt;br /&gt;
The MGL cannot be used by the player.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|450px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DivisionMGL.jpg|thumb|none|600px|A dropped Mark 14 MGL next to it's former operator, it disappears very quickly.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 Grenade Launcher]] is mounted on JTF and LMB APCs dotted throughout the map as well as the APC in the &amp;quot;Falcon Lost&amp;quot; Incursion. The one in Falcon Lost, however, acts less like a grenade launcher and more of a portable mortar.&lt;br /&gt;
&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Thedivisionmk191.jpg|thumb|none|600px|A Mk 19 mounted on a M1200 based APC.]]&lt;br /&gt;
[[File:Mk19thedivision2.jpg|thumb|none|600px|A Mk 19 mounted on a M1200 based APC.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1 Flare Gun==&lt;br /&gt;
Division agents carry a [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] to signal helicopter extractions while in the &amp;quot;Dark Zone&amp;quot;, a lawless area in Manhattan where radios no longer work (Or so they say, anyway. There are no tangible reasons why communications equipment fail to work in there. Hell, even the chopper pilot can communicate with you via radio while in the DZ.).&lt;br /&gt;
[[Image:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[Image:TheDivision Flaregun.jpg|600px|thumb|none|A Divison Agent using the flare gun in the DZ.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
Last Man Battalion snipers can be seen using [[Claymore]] mines, mostly to cover their retreat. They are also outfitted with mines that shock the player, however those don't appear to be based on anything real. They're not very effective, however, due to the bright red LED on their claymore mines that's visible by all players.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|320px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:TheDivision Clay 2.jpg|600px|thumb|none|Sneaking up on a Claymore during the fourth Global Event; Ambush. They are pretty easy to spot thanks to the red LED.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The Last Man Battalion makes heavy use of [[Browning M2]]s on their automated sentry guns, which fire at a slow but powerful and accurate pace.&lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Refusing to back down to the JTF after being overrun; Colonel Charles Bliss of the Last Man Battalion pilots a UH-60 Blackhawk armed with a chin-mounted [[M134 Minigun]] and twin Hydra 7 Rocket Pods as he valiantly exemplified his PMC's namesake by fighting to the last man.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|500px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
In their fanatical but misguided and cruel attempt to rid Manhattan (and the rest of the world) of the Green Flu virus, The Cleaners, a faction of insane New York Sanitation workers, make use of home-made flamethrowers to burn away all traces of the virus, including potential carriers (which unfortunately means anyone not a part of their group).&lt;br /&gt;
&lt;br /&gt;
They employ two variants. One is an under-barrel flamethrower used by Cleaner riflemen, which is made out of several tubes and pipes, a bicycle frame, a large PET bottle, and powered by a high-pressure gas tank mounted on their backs. The other is a large flamethrower used by heavy units called &amp;quot;Incinerators&amp;quot;. The weapon is also jury-rigged and fed by two high-pressure gas tanks and a side-mounted propane tank, all of which the cleaner is capable of lugging around in a slow pace (and somehow avoiding stumbling around with all that unbalanced weight placement while wearing heavy armor and a gas mask).&lt;br /&gt;
&lt;br /&gt;
Division agents also make use of a briefcase-sized custom flamethrower that can be deployed by using the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
[[Image:Division-AK-3.jpg|thumb|none|600px|The Cleaners' AKM fitted with an under barrel flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division&amp;diff=1194076</id>
		<title>The Division</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division&amp;diff=1194076"/>
		<updated>2018-07-01T20:40:55Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: Added SCAR-H &amp;quot;Tenebrae&amp;quot; pic w/ slight description change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
[[Image:TDiv Logo.jpg|thumb|right|300px|''Tom Clancy's The Division (2016)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division''''' is a MMOTPS for the PC, PS4 and Xbox One. The game is being developed by Ubisoft Massive, the creators of the acclaimed strategy game ''[[World in Conflict]]''.&lt;br /&gt;
A sequel was announced in March 2018, and is slated to release in early 2019. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. There is also a special variant called &amp;quot;Damascus&amp;quot;, which sports a two-tone silver and white finish with black engravings. It has a special ability where it gains 20% more damage within 2 seconds of drawing the weapon, but subsequently looses 20% damage after 2 seconds.&lt;br /&gt;
&lt;br /&gt;
It is also the standard-issue sidearm of JTF troops, who will sometimes be armed with an M9 and nothing else.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision Beretta 1.jpg|thumb|none|600px|3D model of the M9 with cocked hammer.]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with an M9 in his thigh holster.]]&lt;br /&gt;
[[Image:Division-Beretta-1.jpg|thumb|none|600px|A &amp;quot;non hostile&amp;quot; Division Agent is seen holding a Beretta M9 on a potential enemy.]]&lt;br /&gt;
[[Image:Division-Beretta-2.jpg|thumb|none|600px|The Division Agent is seen reloading his Beretta M9 after betraying his team.]]&lt;br /&gt;
[[Image:Division-ShotgunPistol-1.jpg|thumb|none|600px|Bronson seen with his Beretta M9.]]&lt;br /&gt;
[[Image:TheDivision Damascus.jpg|thumb|none|600px|The unique Damascus. It was dismantled for a high-end D-Tech shortly after this screencap was captured.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
The [[Beretta M9A1]] appears with a 20-round magazine and wood grips as the &amp;quot;Officers M9 A1&amp;quot;. It is strangely only capable of using barrel attachments like the standard M9, despite having an underside rail.&lt;br /&gt;
[[Image:BerettaM9A1.jpg|thumb|none|300px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:DivisionM9A1Reload.jpg|thumb|none|600px|A Division agent reloads her M9A1 as she gazes upon the glory that is the USS Intrepid]]&lt;br /&gt;
[[Image:DivisionM9A1.jpg|thumb|none|600px|Inspecting the Beretta M9A1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears in The Division. It is the only sidearm capable of firing in bursts and it is possible to have it fire in quasi-full auto by timing the bursts.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision Beretta 93R.jpeg|thumb|none|600px|The Beretta 93R in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot;. The &amp;quot;Type T&amp;quot; variant has a threaded barrel and extended magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:DivisionPx4Stormcompact.jpg|thumb|none|600px|The Px4 Storm in-game.]]&lt;br /&gt;
[[Image:Division-PX4-1.jpg|thumb|none|600px|A Division Agent holds her Px4. Note what appears to be a full size grip with compact barrel and slide, though it may be the angle making it look stubby.]]&lt;br /&gt;
[[Image:TheDivision Px4 SD.jpg|thumb|none|600px|The SD (Special Duty) variant of the Px4 Storm, known as the &amp;quot;Type T&amp;quot; in the game. It probably stands for &amp;quot;Tactical&amp;quot;, however there is no &amp;quot;T&amp;quot; model of this gun in real life. As a matter of fact, the SD is only available in Type F configuration (SA/DA with decocker and manual safety).]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 20DS==&lt;br /&gt;
The [[Chiappa Rhino 20DS]] appears in The Division as the &amp;quot;Snubnosed Rhino&amp;quot;. &lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[image:TheDivision Rhino 20DS.jpeg|thumb|none|600px|The Rhino 20DS in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]] appears in The Division as the &amp;quot;Rhino&amp;quot;. &lt;br /&gt;
[[Image:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|300px|Chiappa Rhino 40DS (4&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision Rhino 40DS.jpeg|thumb|none|600px|The Chiappa Rhino 40DS in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
The [[Chiappa Rhino#Chiappa Rhino 60DS|Chiappa Rhino 60DS]] appears as the &amp;quot;Rhino Special&amp;quot; in The Division. It is so far the only sidearm capable of mounting a sight attachment (although only small ones). A special version called the &amp;quot;Golden Rhino&amp;quot; appears as an exotic weapon, which it sports a golden finish and an increased stagger chance.&lt;br /&gt;
[[File:Rhino6 Bianca.jpg|thumb|none|350px|Chiappa Rhino 60DS (6&amp;quot; barrel version), current production model with hard chrome plating - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision Rhino 60DS.jpeg|thumb|none|600px|The Chiappa Rhino 60DS in The Division.]]&lt;br /&gt;
[[Image:TheDivision Rhino 60DS close.jpeg|thumb|none|600px|The Rhino 60DS with a few accessories.]]&lt;br /&gt;
[[Image:TheDivision GoldenRhino.jpg|thumb|none|600px|The Golden Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
An unmodified [[M1911A1]] appears as the &amp;quot;M1911&amp;quot; in game. Interestingly enough, when compared to its modern day successor, the [[Colt M45A1 CQBP]] (also in game), the M1911 does slightly more damage than the M45A1, yet they are based on the same platform, though this difference in damage may just be for balance purposes. There is an exotic variant called &amp;quot;The Centurion&amp;quot;, which is an ornate, nickel-plated M1911 with ivory grips and gold engravings, and deals bonus headshot damage if paired with the &amp;quot;Liberator&amp;quot; exotic assault rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by cleaner snipers as their sidearm.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[Image:DivisionM1911A1.jpg|thumb|none|600px|The M1911A1 in the weapon customization]]&lt;br /&gt;
[[Image:Division-1911-1.jpg|thumb|none|600px|A Division Agent holds her suppressed M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] appears ingame as an available weapon. It is also seen as the sidearm of the female snipers belonging to the Rikers, which they will draw at close range. Interestingly enough, when compared to its predecessor, the [[Colt M1911A1]] (also in game), the M1911 does slightly more damage than the M45A1, yet they are based on the same platform, though this change in damage may just be for balance purposes.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision M45A1-menu.jpg|thumb|none|600px|A default M45A1 CQBP in the menu screen. Here you can see the visibly extended, and threaded barrel, which allows for the attachment of muzzle devices.]]&lt;br /&gt;
[[Image:TheDivision M45A1-inspect.jpg |thumb|none|600px|A Division Agent inspects his customized M45A1 with an attached SilencerCo .45 Osprey suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45 / MEU(SOC) ==&lt;br /&gt;
The [[Colt_M45A1_CQBP#M45_.2F_MEU.28SOC.29|Colt M45]] pistol appears in game as the &amp;quot;Tactical M1911&amp;quot; and appears with a silver frame and black grips. It features a threaded barrel and underside rails for a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used as the sidearm of choice by shielded heavy gunners of the Last Man Batallion.&lt;br /&gt;
&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|400px|M45 MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==FNP-45==&lt;br /&gt;
The [[FNP-45]] was added to the game via the 1.3 update, and appears as the &amp;quot;X-45&amp;quot;.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 Silver slide - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision FNP45.jpg|thumb|none|600px|FN FNP-45 with no mods equipped.]]&lt;br /&gt;
&lt;br /&gt;
==FNP-45 Tactical==&lt;br /&gt;
The [[FNP-45 Tactical]] was added to the game via the 1.3 update, and appears as the &amp;quot;First Wave X-45&amp;quot;.&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[File:TheDivision FNP45Tac.jpg|thumb|none|600px|FNP-45 Tactical with no mods equipped.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
A generic model [[Desert Eagle]] is depicted in graffiti.&lt;br /&gt;
[[Image:DesertEagleMarkVIInickel.jpg|thumb|none|390px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[File:Divisiondeagle.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] is the pistol used by a small group of rioters. It is called the &amp;quot;First Wave PF45&amp;quot; ingame. Interestingly enough, in one of the ECHO reconstructions, it is marked in the hand of a rioter under the correct name of M&amp;amp;P45.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of rioters, although notably by elite rioter grenadiers, who will still continue using this handgun despite their compatriots moving onto machine pistols and submachine guns.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:Division-AK-2.jpg|thumb|none|600px|The Rikers take selfies while posing with their weapons.]]&lt;br /&gt;
[[Image:DivisionM&amp;amp;P45.jpg|thumb|none|600px|The M&amp;amp;P45 ingame. Note the 4.5&amp;quot; barrel]]&lt;br /&gt;
[[Image:DivisionCustomM&amp;amp;P.jpg|thumb|none|600px|&amp;quot;Custom&amp;quot; M&amp;amp;P45 with a threaded barrel and extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] appears as the &amp;quot;586 Magnum&amp;quot;.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision SWModel686-menu.jpg |thumb|none|600px|The &amp;quot;586 Magnum&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SWModel686-inspect.jpg|thumb|none|600px|A Division Agent inspects his &amp;quot;586 Magnum&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision_SWModel686-reload.jpg|thumb|none|600px|A Division Agent reloads his &amp;quot;586 Magnum&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The &amp;quot;Police 686 Magnum&amp;quot; [[Smith &amp;amp; Wesson Model 686]] is another revolver available in game, and appears to have generally better stats than the Model 586.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-menu.jpg |thumb|none|600px|The &amp;quot;Police 686 Magnum&amp;quot; as seen in the menu. Note the default nickel finish, Hogue grip, and the longer 6&amp;quot; barrel compared to the Model 586.]]&lt;br /&gt;
[[Image:Division686Magnum.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-reload1.jpg |thumb|none|600px|In a rare, very un-Tom-Clancy-ish manner, the Agent empties his &amp;quot;Police 686 Magnum&amp;quot; without the use of the extractor rod....]]&lt;br /&gt;
[[Image:TheDivision SWModel686Nickel-reload2.jpg |thumb|none|600px|... and then reloads the cylinder. Note the floating speedloader being tossed away to the right.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
An [[MP5A3]] with a navy trigger group, half a KAC M4 handguard, and a sight rail bolted to the gun, identical to the one in [[Sicario]], appears as the &amp;quot;Navy MP5N,&amp;quot; and is the first weapon available in the full game. A custom MP5 variant produced by TSC Machine is also available at higher ranks later in the game, called the &amp;quot;MP5 ST&amp;quot;. The two guns are particularly popular with the playerbase, due to their high rate of fire (800RPM default) and overall well-rounded stats.&lt;br /&gt;
&lt;br /&gt;
An [[MP5A4]] with rails bolted to the handguard and a sight rail is one of the available SMGs in the Beta. In the final game, it appears as the &amp;quot;Burst-fire MP5&amp;quot;, which as the name describes; is only capable of firing in 3-round bursts.&lt;br /&gt;
&lt;br /&gt;
Customized MP5A3s are used by Rikers gang leaders, while customized MP5A4s are used by elite Rikers grenadiers. Named Rikers gang leaders make use of a customized TSCM MP5. Elite snipers of the Last Man Battalion also use MP5A3s as their sidearm when engaged in close combat.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3RIS.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision MP5A4 1.jpg|thumb|none|600px|Customizing the MP5A4. For some reason its magazine holds 32 rounds.]]&lt;br /&gt;
[[Image:TheDivision MP5A4 2.jpg|thumb|none|600px|A Division Agent reloads his MP5A4 fitted with a Magpul MVG vertical foregrip.]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|TSC Machine MP5 Navy ST - 9x19mm]]&lt;br /&gt;
[[File:Division MP5ST.jpg|thumb|none|600px|Showing off a customized MP5 Navy ST in the prologue level of the Underground DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. It is modeled with a 40 round magazine but only holds a default of 20 rounds, although attaching &amp;quot;Extended Mags&amp;quot; may bring the magazine capacity closer to, exactly and/or exceeding its correct amount. The weapon currently has the fastest RoF of any SMG in the game, with a base speed of 950 RPM.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by high-level Cleaners grenadiers.&lt;br /&gt;
[[Image:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[Image:TheDivision MP7A2-menu.jpg|thumb|none|600px|The MP7A2 as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision MP7A2-inspect.jpg|thumb|none|600px|A Division Agent inspects his customised MP7A2 with a red dot scope, compensator, red Fortis SHIFT foregrip, and an incredibly tacky neon green paint job.]]&lt;br /&gt;
[[Image:TheDivision MP7A2-reload.jpg|thumb|none|600px|The Division Agent reloads a default MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in The Division as the &amp;quot;UMP-45&amp;quot;. Three variants exist, one is the &amp;quot;Police UMP45&amp;quot;, which uses factory parts. The &amp;quot;Tactical UMP&amp;quot; has a Magpul stock installed. The last is the &amp;quot;Converted USC&amp;quot;, which is listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon features a free, unique talent that gives it +10% damage against targets in cover.&lt;br /&gt;
[[Image:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision UMP.jpeg|thumb|none|600px|The UMP45 in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC (*)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears in The Division as the &amp;quot;Converted USC&amp;quot;. The name implies that that this in fact a USC that has been converted to fully automatic, as opposed to other semi-auto civilian models of automatic weapons in the game that retain the name of their fully automatic counterparts (such as with the G36). In real life, the USC is a semi-automatic carbine. The ingame version has the correct 16 inch barrel but uses 20 round magazines instead of the 10 round magazines that come standard with the real USC. Additionally, the 16 inch barrel will disappear if a barrel attachment is mounted (with no penalty to stats, no less), reverting to the 8 inch barrel of standard UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision USC.jpeg|thumb|none|600px|The Heckler &amp;amp; Koch USC in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
A stripped-down [[FN P90]] is used in the standard automated sentry guns deployed by division agents, which unfolds from a briefcase-like form and balanced on a small tripod. The gun has unlimited ammunition once deployed and is capable of tracking targets in a 360 degree radius; but has limited health, effective range, and life span.&lt;br /&gt;
&lt;br /&gt;
While most of the gun's extra parts has been stripped out since the gun was not meant to be fired by a person; it still uses the proprietary 50-round transparent magazines exclusive to the P90. This can be clearly observed by going to the JTF base's electronics wing and going to the division tech section, where a person is working on an inert sentry gun can be observed.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
[[Image:Division-LMG-1.jpg|thumb|none|600px|Bronson with a sentry gun deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] appears as an exotic weapon in the game in two forms. One is it's standard form with a 30-round stick magazine simply called &lt;br /&gt;
&amp;quot;Thompson M1928&amp;quot;, and another one with a 50-round drum mounted called &amp;quot;Tommy Gun&amp;quot;. The weapon's magazine is the only customization part and it has a unique talent that boost it's hipfire damage by 11%; encouraging you to live out your classic mobster dreams in the streets of modern NYC (Even if its impractical due to the Thompson's high rate of fire and lackluster handling.).&lt;br /&gt;
&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:TheDivision Tommy 2.jpg‎ |thumb|none|600px|&amp;quot;Tommy Gun&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] was added into the game via the 1.3 Update. It appears as both the &amp;quot;PP-19&amp;quot; and the &amp;quot;Enhanced PP-19&amp;quot;, the only difference being stat changes and Magpul furniture. It has the highest magazine capacity of any SMG at 53 rounds and capable of reaching over 100 with an &amp;quot;Extended Mag&amp;quot; upgrade, but lacks the ability to mount fore-end mods due to his bottom-mounted helical magazine (strangely, including laser sights, despite perfectly able to mount a side rail).&lt;br /&gt;
&lt;br /&gt;
The weapon is used by rogue first-wave agents  in legendary difficulties (An odd choice for an American sleeper team sponsored by their government to operate locally) and sometimes by the Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[Image:TheDivision PP-19.jpg|thumb|none|600px|The standard PP-19 Bizon-2 with side-folding stock.]]&lt;br /&gt;
[[Image:TheDivision PP-19 Bison.jpg|thumb|none|600px|The &amp;quot;Enhanced&amp;quot; PP-19 Bizon-2 with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is an exotic-tier weapon added in update 1.8, called &amp;quot;The House&amp;quot;. It has a special ability where it will randomly bestow an additional 20% more damage to either the first or last half of the magazine, depending on the card flipped on the status screen (the white card stands for the first 50%, while the black card stands for the last 50%).&lt;br /&gt;
&lt;br /&gt;
Due to it's status of essentially being a better MP5 Navy with a clear-cut damage boost and unique aesthetic, its one of the most sought-after end-game weapons in the game, to the point people are willing to go on hour-long Manhunts in the Dark Zone just to be able to steal one off an (un)lucky person and extract it out (although its also obtainable by chance through all world bosses and the Underground).&lt;br /&gt;
&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[Image:TheDivision House 1.jpg|thumb|none|600px|&amp;quot;The House&amp;quot;]]&lt;br /&gt;
[[Image:TheDivision House 2.jpg|thumb|none|600px|The MPX customized with Aimpoint Micro T-1 red dot sight, loud vent brake, wolf gray vertical grip, and Green Stealth camo - one of the rarest weapon finishes in the game (excluding the ones you can pay for).]]&lt;br /&gt;
[[Image:TheDivision House 3.jpg|thumb|none|600px|Reloading &amp;quot;The House&amp;quot;, one of the most sought-after weapons in the current version of the game.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]], a rather out-of-place obscure Italian &amp;quot;improved&amp;quot; clone of the [[IMI Uzi]] produced from 1984 to 1989, appears in ''The Division'' as the &amp;quot;Black Market T821&amp;quot;. A version with a folding wire stock appears as the &amp;quot;Police T821&amp;quot;. There is also a unique, exotic variant called &amp;quot;Midas&amp;quot;, which sports a two-tone gold and black finish, and has a special ability where it reduces an opponents damage by 20%, but it's damage is also reduced.&lt;br /&gt;
&lt;br /&gt;
The Black Market variant is primarily used by The Cleaners' and the Rikers' standard grenadiers. Rioter squad leaders also make use of the weapon, who like their compatriots, like to fire it sideways &amp;quot;gangster-style&amp;quot; (and being able to snipe players from absurd distances and elevations while doing so, no less). The weapon is also used by some named elite LMB heavy gunners, who use it as their sidearm with an array of aftermarket parts, along with an M60E4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm]]&lt;br /&gt;
[[Image:Division-UZI-1.jpg|thumb|none|600px|The Socimi Type 821 ingame.]]&lt;br /&gt;
[[Image:Division-UZI-2.jpg|thumb|none|600px|A Division Agent holds her Socimi Type 821.]]&lt;br /&gt;
[[File:DivisionT821.jpg|thumb|none|600px|The stocked Type 821.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;Tactical Vector 45 ACP&amp;quot; appears as the SDP stockless version, the &amp;quot;Vector 45 ACP&amp;quot; with the standard folding stock, and finally a variant equipped with an M4 style collapsible stock called the &amp;quot;First Wave Vector 45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon appears prominently throughout game promotional material and artworks in the hands of Division agents, but is strangely never actually used by NPCs in-game. It's most prominent appearance is in the live-action &amp;quot;Agent Origins&amp;quot; trailer, where it is used by several Division agents with a slew of aftermarket attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with a TDI Vector at the ready.]]&lt;br /&gt;
[[Image:TDiv Vector.jpg|thumb|none|600px|A Division Agent engages hostiles with a TDI Vector.]]&lt;br /&gt;
[[Image:Division-Vector-2.jpg|thumb|none|600px|A Division Agent armed with his Vector.]]&lt;br /&gt;
[[File:DivisionVector.jpg|thumb|none|600px|The default KRISS Vector in the final game.]]&lt;br /&gt;
[[File:DivisionlongVector.jpg|thumb|none|600px|The &amp;quot;First Wave Vector 45 ACP&amp;quot; with a Magpul MOE stock, Osprey .45 suppressor, and receiver extension.]]&lt;br /&gt;
[[File:KRISS-SDP.jpg|thumb|none|400px|KRISS SDP - .45 ACP]]&lt;br /&gt;
[[Image:Thedivisiontdivector.jpg|thumb|none|600px|A Division Agent armed with an accessorized SDP Vector.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Mini==&lt;br /&gt;
The Division Agent Megan is seen armed with an [[Intratec TEC-9]] in pre-release footage. The standard TEC-9 is referred to as the &amp;quot;Converted SMG-9 A2&amp;quot; in-game, while the Tec-9 Mini is simply indexed as the &amp;quot;Converted SMG-9&amp;quot;. It has two unique versions named &amp;quot;Eir&amp;quot; and &amp;quot;Hildr&amp;quot;, which have silver and gold finishes respectively, and has a boost designed to work as a pair.&lt;br /&gt;
&lt;br /&gt;
Both TEC-9 variants are exclusively used by rioters of various ranks, all of whom fire it &amp;quot;gangster-style&amp;quot;. Rioters using the A2 variant also have a PEQ-2 laser attached on the barrel shroud, despite the weapon not having a rail mounted there.&lt;br /&gt;
[[image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[image:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[Image:Division-Tec9-1.jpg|thumb|none|600px|Division Agent Megan making her way through the Darkzone with her TEC-9.]]&lt;br /&gt;
[[Image:Division-Tec9-2.jpg|thumb|none|600px|Megan deploying a grenade while armed with her TEC-9.]]&lt;br /&gt;
[[Image:DivisionTec9.jpg|thumb|none|600px|TEC-9 in the customization display.]]&lt;br /&gt;
[[Image:DivisionTec9Mini.jpg|thumb|none|600px|Posing with the TEC-9 Mini.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears ingame as three variants. The first is the standard &amp;quot;AUG A3 Para XS&amp;quot;, which uses an A2-style flat-top rail with the integral grip replaced with another rail. The second is the &amp;quot;Enhanced AUG A3P&amp;quot;, which uses an A3-style top rail with the forend removed and has an olive drab finish. The third is the &amp;quot;Tactical AUG A3P&amp;quot;, which uses an A3 CQC-style forend and tan finish. The guns are popular in the game for having a combination of high accuracy with decent RoF and damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by more elite or specialized enemies in the game. The A3 Para XS variant is used by some named elite cleaner grenadiers with a silencer and standard LMB medics. The Enhanced variant is used by elite medics of the Last Man Batallion and rogue first-wave agents with a variety of customizations.&lt;br /&gt;
&lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|400px|AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[Image:DivisionAUGPara.jpg|thumb|none|600px|A Division Agents holds her AUG A3 9mm XS as she feels like there might be something behind her.]]&lt;br /&gt;
[[Image:DivisionAUGParaReload.jpg|thumb|none|600px|A Division Agent reloads her AUG A3 9mm XS as something ''glorious'' appears out of the fog behind her]]&lt;br /&gt;
[[File:DivisionAUGParaA3.jpg|thumb|none|600px|Another AUG Para with an A3-CQC style forend.]]&lt;br /&gt;
[[File:Division AUGpara A3.jpg|thumb|none|600px|Watching the sunrise with another AUG A3 9mm variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-74U==&lt;br /&gt;
A stock-less AK-74U, mounted upside-down, is used by the turrets employed by Cleaner Engineers. They lack the accuracy and power of the LMB turrets using M249s, but are deployed more frequently in comparison.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|500px|AKS-74U (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4A1]] appears as the &amp;quot;M4&amp;quot;, where it appears in a total of 3 variants. The first is the &amp;quot;Police M4&amp;quot;, which uses standard factory parts and is given to the player upon reaching Manhattan for the first time. The second is the &amp;quot;Lightweight M4&amp;quot;, which uses a variety of custom parts. The third is the LVOA-C, which is listed further below. The Lightweight M4 has an exotic variant called &amp;quot;Liberator&amp;quot;, which has a two-tone black and silver finish with gold accents. It also has a special ability of giving the &amp;quot;Centurion&amp;quot; pistol a headshot damage boost once certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
The weapon is the standard rifle of lower-level Last Man Battalion troops and used by some JTF troops. A customized Police M4A1 also used by veteran Rikers riflemen.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision M4A1 3.jpg|thumb|none|600px|The M4A1 carbine fitted with a handstop and tan sound suppressor.]]&lt;br /&gt;
[[Image:TheDivision M4A1 1.jpg|thumb|none|600px|A Division Agent holds the starting M4A1 equipped with a handstop.]]&lt;br /&gt;
[[Image:TheDivision M4A1 2.jpg|thumb|none|600px|A Division Agent engages some looters with his M4A1.]]&lt;br /&gt;
[[Image:DivisionLWM4.jpg|thumb|none|600px|The &amp;quot;Lightweight&amp;quot; M4 model has a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and a LMT SOPMOD stock.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in The Division as the &amp;quot;Urban MDR.&amp;quot; It is an exotic-tier weapon that can only be obtained from certain caches and drops from named enemies or hunters. &lt;br /&gt;
&lt;br /&gt;
It fires on semi-automatic only like the game's marksman rifles; but is categorized as an assault rifle and handles like one as well while dealing almost as much damage as a Marksman rifle (albeit lacking the +100% headshot damage bonus) and the assault rifle family's plentiful ammo stock, making it a particularly versatile weapon. It also benefits from semi-automatic specific skills.&lt;br /&gt;
&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014: the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:TheDivision MDR 1.jpg|thumb|600px|none|Stock Urban MDR with flip-up iron sights. The in-game MDR is based on the prototype model. The selector switch is clearly set to Auto, however this gun is limited to semi-auto fire.]]&lt;br /&gt;
[[Image:TheDivision MDR 2.jpg|thumb|600px|none|Customized Urban MDR with Omega rifle suppressor, handstop, Leupold VX-1 scope, and 44-round hi-cap magazine (it has no 3D model like on most other guns).]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;Military SA-58&amp;quot;. It is incorrectly classified as an assault rifle, as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SA58Para-menu.jpg|thumb|none|600px|A SA58 Para Tactical as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SA58Tactical-inspect.jpg |thumb|none|600px|A Division Agent inspects his SA58 Para Tactical.]]&lt;br /&gt;
[[Image:TheDivision SA58Para-reload.jpg|thumb|none|600px|A Division Agent reloads his SA58 Para Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
An even more compact version of the SA58, the [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. As with the above example, is incorrectly classified as an assault rifle as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SA58OSW-menu.jpg|thumb|none|600px|A SA58 OSW as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SA58OSW-reload.jpg |thumb|none|600px|A Division Agent reloads his SA58 OSW.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] originally appeared in The Division as the &amp;quot;FAMAS&amp;quot;. After an update, it was turned into a unique, exotic weapon and now called the &amp;quot;Bullfrog&amp;quot;, where it can only be obtained by either opening caches that offer exotic-tier items or defeating high-level bosses. The weapon has a special ability where it bestows a flat 15% damage boost, so long as no stability and/or accuracy mods-giving are installed on the weapon.&lt;br /&gt;
&lt;br /&gt;
The weapon has the fastest RoF for any assault rifle in the game, with a base speed of 900RPM.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:TheDivision FAMAS Surbaissé.jpeg|thumb|none|600px|The FAMAS Valorisé in The Division.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G Series==&lt;br /&gt;
The [[FN FAL|FN FAL G Series]] appears in game as the &amp;quot;Classic FAL&amp;quot;. Similarly to the SA58 examples above, it is incorrectly classified as an assault rifle, as well as erroneously depicted firing in 3-shot bursts.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:ThedivisionFAL1.jpg|600px|thumb|none|The Classic FAL in game.]]&lt;br /&gt;
[[Image:The divisionFAL2.jpg|600px|thumb|none|The FAL in game. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionFAL3.jpg|600px|thumb|none|A Division Agent rocks a fresh magazine into his FAL...]]&lt;br /&gt;
[[Image:ThedivisionFAL4.jpg|600px|thumb|none|...then chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police SCAR-H&amp;quot; and &amp;quot;Military SCAR-H&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. There is also a unique variant called the &amp;quot;Tenebrae&amp;quot;, which has the special ability of resetting the party's cooldowns if the player kills an enemy by shooting their weakpoints (ammo canisters, grenade pouches...etc).&lt;br /&gt;
&lt;br /&gt;
It is classified as a marksman rifle and fires in semi-auto only. &lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division-SCAR-1.jpg|600px|thumb|none|Overview of a FN SCAR-H.]]&lt;br /&gt;
[[Image:Division-SCAR-2.jpg|600px|thumb|none|A Division agent holds her SCAR-H fitted with a Magpul MVG vertical foregrip.]]&lt;br /&gt;
[[Image:DivisionSCARcustom.jpg|thumb|none|600px|The &amp;quot;Police Mk17&amp;quot; variant, which features the VLTOR VSS-11 stock and a Tango Down rail extension.]]&lt;br /&gt;
[[File:tclancy division scar tenebrae.jpg|600px|thumb|none|A stock Exotic &amp;quot;Tenebrae&amp;quot; variant with its black stock and lower, and golden tiger stripe upper]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-L|FN SCAR-L]] is available in the game and appears in the same name. The weapon has two other custom variants, one is the &amp;quot;SOCOM&amp;quot; variant which sports an aftermarket extended rail. The other is the &amp;quot;Tactical MK-16&amp;quot;, which sports a shortened carbine barrel, aftermarket fore-end rail, and the stock has been replaced with a Magpul M4-style stock. There is also a unique variant called &amp;quot;Caduceus&amp;quot;, which is a standard SCAR-L that sports a two-tone blue and black finish with gold parts. It has a special ability where it heals all nearby friendly players, every time it scores a critical hit.&lt;br /&gt;
&lt;br /&gt;
The weapon is seen with numerous division-specific weapon caches in the world environment, somewhat implying its used by them (although no NPC in the game uses the weapon). It is also used by a few Division members of Noble squad which can be seen during ECHO-reconstructions, although this was taken from them by Rikers after they were ambushed and killed.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[file:TheDivision scar-l.jpg|thumb|none|600px|Overview of a Standard FN SCAR-L with a PMAG. Note that the front sight post has been removed from the gas block. Presumably because having two front sights would be redundant.]]&lt;br /&gt;
[[File:DivisionMk16.jpg|thumb|none|600px|The high end Mk. 16 version, featuring the VLTOR CASV handguard and AR stock adapter.]]&lt;br /&gt;
[[file:The Division SCAR-L.jpeg|thumb|none|600px|A patriotic Division Agent holds a white SCAR-L with a vertical grip.]]&lt;br /&gt;
[[File:DivisionSCARsocom.jpg|thumb|none|600px|&amp;quot;SOCOM SCAR-L&amp;quot;, which has features a Primary Weapons Systems SRX Rail with the rails removed for extra-low drag in the playpen, in case those toddlers get out of line...]]&lt;br /&gt;
[[File:TheDivision BulletKing.jpg|thumb|none|600px|A graffiti tribute to the &amp;quot;Bullet King&amp;quot;, the most (in)famous Light Zone Boss in the game. He's even mentioned in the wikipedia article about The Division.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G36C ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants featured in The Division.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision G36C.jpg|thumb|600px|none|A detail shot of the G36C being held by a Division Agent.]]&lt;br /&gt;
[[Image:TheDivision G36C 2.jpg|thumb|600px|none|A mall cop wielding the G36C as he swears vengeance on the hoodlums who didn't back it up when he told them to.]]&lt;br /&gt;
[[File:DivisionG36reload.jpg|thumb|none|600px|Reloading a &amp;quot;Dogfish&amp;quot; camouflaged G36C. Unlike many games, the transparent magazine actually shows the ammo depleting.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in The Division as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:TheDivision G36.jpg|thumb|none|600px|An unmodified G36V.]]&lt;br /&gt;
[[Image:TheDivision G36 4.jpg|thumb|none|600px|An agent holding a G36V. Note the Mechanix gloves.]]&lt;br /&gt;
[[Image:The division G3 2.jpg|thumb|none|600px|The agent at the ready with his G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK243==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch HK243|Heckler &amp;amp; Koch HK243 S TAR]] appears in The Division as the &amp;quot;G36 Enhanced&amp;quot;. In real life, the HK243 is the European designation (the American version, HK293, has not been released yet) of the semi automatic civilian version of the G36. Despite the in-game HK243 being fully automatic, the real life version was specifically designed to be difficult to convert to fully automatic. However, the gun can be be identified by its distinctive frame (the S TAR variant) and its use of STANAG magazines. &lt;br /&gt;
&lt;br /&gt;
[[Image:HK243 S TAR.jpeg|thumb|none|500px|Heckler &amp;amp; Koch HK243 S TAR - .223 Remington]]&lt;br /&gt;
[[Image:TheDivision G36 3.jpg|thumb|none|600px|The Heckler &amp;amp; Koch HK243 in The Division.]]&lt;br /&gt;
[[Image:TheDivision HK243 close.jpeg|thumb|none|600px|Closeup of the HK243.]]&lt;br /&gt;
[[Image:TheDivision HK243 wide.jpeg|thumb|none|600px|A Division Agent holding an HK243 with ACOG and vertical fore grip.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AKM]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;. A customized version of the AKM is erroneously referred to as the &amp;quot;Black Market AK-74&amp;quot;. There is also a unique variant called the &amp;quot;Warlord&amp;quot;, which is a classic AK with a gaudy silver and black finish with gold engravings. The weapon has a unique ability where it reduce taken damage by 20% while it is firing.&lt;br /&gt;
&lt;br /&gt;
The classic AK-47 is used by Cleaners riflemen with a jury-rigged flamethrower mounted under it. The Black Market AK-74 is used by some named rogue first-wave Division agents.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:ThedivisionAKM1.jpg|thumb|none|600px|The AKM ingame.]]&lt;br /&gt;
[[Image:TheDivision AKM custom.jpeg|thumb|none|600px|The &amp;quot;Black Market AK-74&amp;quot; is actually a custom AKM with various accessories such as a Magpul CTR stock and PMAG as well as an AK-47 style muzzle brake. It can be identified as an AKM by its receiver and and the slanted magazine.]]&lt;br /&gt;
[[Image:TheDivision Custom AKM close.jpeg|thumb|none|600px|As if the game were not confused enough about this gun already, now it thinks the AKM is a piece of clothing.]]&lt;br /&gt;
[[Image:ThedivisionAKM2.jpg|thumb|none|600px|The AKM ingame. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionAKM4.jpg|thumb|none|600px|Reloading an accessorized AKM. Note the quad-stack magazine which appears if an &amp;quot;Extended Magazine&amp;quot; attachment is used.]]&lt;br /&gt;
[[Image:ThedivisionAKM3.jpg|thumb|none|600px|A Division Agent chambers a round during a reload with the default AKM. Also note the glowing barrel after long sustained fire.]]&lt;br /&gt;
[[Image:Division-AK-3.jpg|thumb|none|600px|The Cleaners' AKM fitted with an under barrel flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-74==&lt;br /&gt;
The [[AK-74]] appears in the game as different variants, although some are erroneously referred to as their 7.62mm predecessors such as the &amp;quot;AK-47M&amp;quot;. It uses polymer parts with a railed fore-end.&lt;br /&gt;
&lt;br /&gt;
The weapon is used primarily by the standard Rikers riflemen.&lt;br /&gt;
&lt;br /&gt;
[[Image:AK-74(plum).jpg|thumb|none|500px|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[Image:TheDivision AK-74.jpeg|thumb|none|600px|The AK-74 appearing as the &amp;quot;AK-47M&amp;quot; in The Division.]]&lt;br /&gt;
[[Image:TheDivision AK-74 close.jpeg|thumb|none|600px|Closer view of the AK-74.]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] with a 16.5&amp;quot; barrel appears in-game as two different variants; the &amp;quot;Military P416&amp;quot; and the &amp;quot;P416 G3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Various veteran and elite members of the Last Man Battalion PMC makes use of customized Military P416s as their standard assault rifle. The P3 variant is used by the mysterious Hunters and by Larae Barret, de-facto leader of the Rikers.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-P416-2.jpg|600px|thumb|none|A Division Agent holds her P416 fitted with a tan Aimpoint CompM2 and red Fortis SHIFT foregrip.]]&lt;br /&gt;
[[file:TheDivision P416.jpg|thumb|none|600px|Overview of a Patriot Ordnance Factory P416.]]&lt;br /&gt;
[[file:TheDivision P416 1.jpg|thumb|none|600px|A Division Agent holds a P416.]]&lt;br /&gt;
[[file:TheDivision P416 2.jpg|thumb|none|600px|The same Division Agent reloading his P416.]]&lt;br /&gt;
[[file:P416.jpg|thumb|none|500px|Patriot Ordnance Factory P416 with 10.5-inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DivisionP416.jpg|thumb|none|600px|Another agent showing off the NP3 treated P416 &amp;quot;G3&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The 2012 version of the [[Remington ACR]] is available in the game with multiple variants. A 2012 Remington ACR with a black finish, a fixed stock, and MOE handguard is available simply as the &amp;quot;ACR&amp;quot;. The &amp;quot;Enhanced ACR-E&amp;quot; is the more typical 2012 ACR with a tan finish, adjustable folding stock, and the standard 5-sided railed handguard, while the &amp;quot;Tactical&amp;quot; is the enhanced variant with a shortened 10.5 inch barrel.&lt;br /&gt;
&lt;br /&gt;
Elite riflemen of the Last Man Battalion make use of customized standard ACRs as their weapon. Rogue first-wave agents make use of the enhanced and tactical variant with several attachments. The weapon also appears quite frequently in the game's trailers, somewhat implying it's status as The Division's standard-issue assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:ACR2012.jpg|thumb|none|500px|Remington ACR 2012 version with 16.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-ACR-1.jpg|thumb|none|600px|Overview of a ACR fitted with a Trijicon ACOG scope and Fortis SHIFT foregrip.]]&lt;br /&gt;
[[Image:Division-ACR-2.jpg|thumb|none|600px|A Division Agent checks his ACR.]]&lt;br /&gt;
[[Image:DivisionACRE.jpg|thumb|none|600px|The Remington ACR-E, note the folding adjustable stock.]]&lt;br /&gt;
[[Image:DivisionACRcarbine.jpg|thumb|none|600px|The &amp;quot;Tactical ACR&amp;quot; with a compact 10.5&amp;quot; barrel and the 2012 spec upper receiver.]]&lt;br /&gt;
[[Image:TomClancyTheDivision ACR &amp;amp; Vector.jpg|thumb|none|600px|Render of a Division Agent with a &amp;quot;Enhanced ACR-E&amp;quot; on his back]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] is an available weapon and characterized as one of the best end-game weapons available due to its high RoF and decent stats overall. Appears as &amp;quot;LVOA-C.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is sometimes used by the Hunters.&lt;br /&gt;
&lt;br /&gt;
[[File:LVOA-S.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:The-division-zbrush-summit-2014-lvoa-s.jpg|thumb|none|600px|Texture-less render of the War Sport LVOA-S.]]&lt;br /&gt;
[[Image:TheDivision LVOA-S.jpeg|thumb|none|600px|The War Sport LVOA-S in The Division.]]&lt;br /&gt;
[[Image:TheDivision LVAO-S close.jpeg|thumb|none|600px|Close up of the War Sport LVOA-S.]]&lt;br /&gt;
[[Image:TheDivision LVAO-S wide.jpeg|thumb|none|600px|A Division Agent holding a War Sport LVOA-S.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
Bronson can be seen with a [[Benelli M4]] with fixed stock on his back. Appears ingame as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed forend, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;, as well as a short-barreled version called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Super 90 variant is sometimes used by JTF troops.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[Image:Division-Shotgun-2.jpg|thumb|none|600px|The Benelli M4 ingame.]]&lt;br /&gt;
[[Image:DivisionBenelliM4.jpg|thumb|none|600px|The &amp;quot;Marine Super 90&amp;quot; in the hands of an agent.]]&lt;br /&gt;
[[Image:Division-ShotgunPistol-1.jpg|thumb|none|600px|Bronson with the Benelli M4 on his back.]]&lt;br /&gt;
[[File:DivisionSalientArmsBenelli.jpg|thumb|none|600px|The &amp;quot;Tactical Super 90 SBS&amp;quot;, which is a short barreled Salient Arms International Benelli M4.]]&lt;br /&gt;
[[File:DivisionBenellireload.jpg|thumb|none|600px|The reload animation of the M4 has the character chamber-load it, regardless of whether the weapon is empty or not. Remaining shells are loaded normally.]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12==&lt;br /&gt;
The [[AA-12]] automatic 12 gauge shotgun appears in The Division as &amp;quot;The Showstopper&amp;quot;. The shotgun is fitted with a 20-round drum magazine, a flash hider, and accessory rails. It also has a special ability where the gun's spread becomes tighter as it loses ammunition inside it's magazine. It is so far the only fully-automatic shotgun in the game.&lt;br /&gt;
&lt;br /&gt;
Its an exotic-tier weapon that can only be obtained, either through exotic-tier caches or drops from several bosses.&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|400px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
[[Image:TheDivision AA-12.jpeg|thumb|none|600px|Detailed view of the AA-12.]]&lt;br /&gt;
[[Image:TheDivision AA-12 close.jpeg|thumb|none|600px|Close up of the AA-12.]]&lt;br /&gt;
[[Image:TheDivision AA-12 wide.jpeg|thumb|none|600px|A Division Agent with an AA-12 fitted with a vertical fore grip and a UCP paint job based on the UCP pattern cover wrapped on the AA-12 in the movie [[Predators]].]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. The weapon is one of the most used-weapons in the game by NPCs.&lt;br /&gt;
&lt;br /&gt;
The weapon and its variants are used by a variety of factions. The Express variant is used by standard engineers of The Cleaners and standard Rikers close assault troops, and some JTF soldiers. The &amp;quot;Military&amp;quot; variant is used by elite close assault troops of the Rikers, standard close assault troops of the Last Man Battalion, elite engineers and some named rogue first-wave agents that only appear on legendary difficulties. The &amp;quot;Custom&amp;quot; variant is used by some elite named engineers of The Cleaners and the LMB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:TheDivision Military M870.jpg|thumb|none|600px|The Remington 870 Express Tactical in game.]]&lt;br /&gt;
[[Image:Division-Shotgun-4.jpg|thumb|none|600px|The Remington 870 Express Field Gun ingame, fitted with a Trijicon SRS red dot sight and a handstop on the fore-end.]]&lt;br /&gt;
[[Image:Division-Shotgun-5.jpg|thumb|none|600px|A Division Agent with her 870 Express Field Gun.]]&lt;br /&gt;
[[Image:The-division-zbrush-summit-2014-m870.jpg|thumb|none|600px|A texture-less render of a modified 870 Express Tactical with a 870 New Police Tactical-style pistol grip and M4 stock adapter and a heatshield/quad-rail system.]]&lt;br /&gt;
[[Image:Division870railed.jpg|thumb|none|600px|The finished quad-railed 870.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm. The weapon has two exotic variants, one called &amp;quot;Cassidy&amp;quot; a full-length DBL shotgun with a bright brown finish and golden engravings, and has a special ability of discharging both barrels in one trigger pull. The other is the &amp;quot;Defiler&amp;quot;, which uses the same look as Cassidy, but in sawed-off form.&lt;br /&gt;
&lt;br /&gt;
The full-sized DBL is sometimes used by elite named Cleaners engineers.&lt;br /&gt;
[[Image:LCSmithSxSShotgunField.jpg|thumb|none|500px|L.C. Smith Cased hardened hammerless side by side Field shotgun - 12 gauge]]&lt;br /&gt;
[[file:TheDivision Double Barrel Shotgun.jpg|thumb|none|600px|Double Barrel Shotgun.]]&lt;br /&gt;
[[File:TheDivision Side by side double barrel shotgun.jpg|thumb|none|600px|An agent holding the double Barrel Shotgun.]]&lt;br /&gt;
[[file:TheDivision side by side double barrel shotgun 2.jpg|thumb|none|600px|An agent uses a double barrel shotgun to stop birds from spreading the infection.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12==&lt;br /&gt;
A standard model [[Saiga 12|Saiga-12]] shotgun is available in the game. Called the &amp;quot;SASG-12&amp;quot; ingame. It has two other variants, one is the &amp;quot;Tactical&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend. The other is the &amp;quot;Black Market&amp;quot; variant which sports a shortened barrel, aftermarket quad-rail fore-end and the stock is replaced with a folding wire stock, similar to the ones used with [[Galil]]s. There is also a unique variant called &amp;quot;Medved&amp;quot;, which is Saiga-12K with a gaudy dark purple finish with wooden parts and gold and silver engravings, it also has the unique capability of firing slug rounds, rather than traditional buckshot but cannot mount an forend attachment due to a lack of rails.&lt;br /&gt;
&lt;br /&gt;
The weapon is the most popular shotgun in the game, owing to it's high damage per shot (albeit still lower than the Super 90 family), decent RoF, and is the only semi-auto shotgun that uses a detachable magazine, allowing for quicker reloads.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Market&amp;quot; variant is used by rogue first-wave agents, while the full-sized &amp;quot;Tactical&amp;quot; variant is used by elite close-quarters troops of the Last Man Battalion. The standard variant is also uncommonly used by some LMB close quarters troops.&lt;br /&gt;
&lt;br /&gt;
[[file:Saiga12new.jpg|thumb|none|500px|Saiga-12 - 12 gauge]]&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|500px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[file:TheDivision Saiga 12K.jpg|thumb|none|600px|Saiga-12.|Overview of a Saiga-12]]&lt;br /&gt;
[[file:TheDivision Saiga 12K 1.jpg|thumb|none|600px|Saiga-12.|A Division Agent holds a Saiga-12]]&lt;br /&gt;
[[file:TheDivision Saiga 12K 2.jpg|thumb|none|600px|Saiga-12.|A Division Agent reloads the Saiga-12]]&lt;br /&gt;
[[File:DivisionSaiga12S.jpg|thumb|none|600px|The Saiga-12S variant, which appears with a cut down barrel and aftermarket furniture.]]&lt;br /&gt;
[[File:DivisionSaiga12K.jpg|thumb|none|600px|An agent shows us his Saiga-12K variant inside the sewers.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] appears in the game with two different variants: the shorter-barrel Covert version appears as the &amp;quot;SRS Covert&amp;quot; while the full-length version appears as the &amp;quot;SRS A1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The covert variant is used by Rikers snipers, while the A1 variant is used by Last Man Battalion snipers.&lt;br /&gt;
&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-menu.jpg|thumb|none|600px|The &amp;quot;SRS Covert&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-inspect.jpg|thumb|none|600px|A Division Agent inspects his customized &amp;quot;SRS Covert&amp;quot; fitted with a scope, FORTIS Shift foregrip, a Surefire SOCOM muzzle brake, and an old 6-color &amp;quot;chocolate chip&amp;quot; camouflage pattern.]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-reload1.jpg|thumb|none|600px|The Agent removes the magazine with his right hand while holding up the rifle with his left...]]&lt;br /&gt;
[[Image:TheDivision SRSCovert-reload2.jpg |thumb|none|600px|... and inserts a fresh mag.]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:TheDivision SRS-menu.jpg |thumb|none|600px|The full sized rifle called the &amp;quot;SRS A1&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SRS-reload1.jpg|thumb|none|600px|Having narrowly escaped several hackers in the Dark Zone, the Agent calmly reloads his newly acquired &amp;quot;SRS A1&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision SRS-reload2.jpg|thumb|none|600px|The Agent inserts a fresh magazine into his SRS.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H SSR ==&lt;br /&gt;
The [[FN SCAR|FN SCAR-H Precision Rifle]] initially appeared in the pre-release trailer as the &amp;quot;Police Mk17 SR&amp;quot;, modeled with a 10-round magazine. The released game features the [[FN SCAR|FN SSR]], with 20-round magazines.&lt;br /&gt;
[[File:SCARH-PR.jpg|thumb|none|500px|FN SCAR-H Precision Rifle with scope, Harris bipod, and 10-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TDiv SSR.jpg|thumb|none|600px|An Agent inspects a FN SCAR-H Precision Rifle in a weapon case. This feature was only seen in trailers and the alpha builds of the game as it was dropped in the beta and eventually the released version for simpler menu-based graphics.]]&lt;br /&gt;
[[Image:DivisionSCARMk20.jpg|thumb|none|600px|Previwing the &amp;quot;SOCOM Mk20 SSR&amp;quot;.]]&lt;br /&gt;
[[Image:DivisionSCARMK20agent.jpg|thumb|none|600px|A heavily customized Mk. 20 SSR.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] appears in-game classified as a marksman rifle with 3 different variants. A regular M44 Carbine with a turned down bolt handle appears as the &amp;quot;Classic M44 Carbine&amp;quot;, while a sporterised version appears as the &amp;quot;Hunting M44 Carbine&amp;quot;. A modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot; and unlike the regular variants, it has the ability to accept magazine and grip modifications.&lt;br /&gt;
&lt;br /&gt;
The M44 Carbine is used by lower-level rioter snipers, who are strangely less powerful than their elite counterparts, who use a semi-automatic rifle. The Hunting version however, that is sometimes used by Hunters, who unlike their civilian counterparts, are easily capable of wounding or outright incapacitating agents in a few shots.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:ThedivisionM441.jpg|thumb|none|600px|The Mosin Nagant M44 Carbine ingame.]]&lt;br /&gt;
[[Image:ThedivisionM442.jpg|600px|thumb|none|The Mosin Nagant M44 Carbine ingame. Note that like with several other guns the rail system is only present in the mod menu or if you have attachments on it.]]&lt;br /&gt;
[[Image:ThedivisionM443.jpg|thumb|none|600px|Reloading the M44 Carbine. On a partial reload the Division Agent will load bullets in one at a time, however on a full reload the player only loads once with a stripper clip instead of 5 separate rounds.]]&lt;br /&gt;
[[Image:DivisionMosinNagant.jpg|thumb|none|600px|A Division Agent looks at a dead scavenger's scoped M44 Carbine, wondering how exactly that scope hasn't fallen off yet. Note the sidefolder bayonet.]]&lt;br /&gt;
[[Image:TheDivision MosinNagantSporter-menu.jpg|thumb|none|600px|A sporterised Mosin-Nagant M44 called the &amp;quot;Hunting M44 Carbine&amp;quot;, as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision MosinNagantSporter-reload.jpg|thumb|none|600px|A Division Agent reloads his &amp;quot;Hunting M44 Carbine&amp;quot; customised with a tan Leupold Mark 8 CQBSS scope, a muzzle brake, and a light blue paint job.]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:TheDivision M44custom-menu.jpg|thumb|none|600px|A customized Mosin-Nagant in an Archangel stock in the menu. Unlike the other variants, this version can accept magazine attachments, which the regular M44 Carbines with internally-fixed magazines cannot do.]]&lt;br /&gt;
[[Image:TheDivision M44Custom-inspect.jpg|thumb|none|600px|A Division Agent inspects a scope-less &amp;quot;Custom M44 Carbine&amp;quot;. Note the lack of rails when no scope attachments are equipped.]]&lt;br /&gt;
[[Image:TheDivision M44custom-reload.jpg|thumb|none|600px|A Division Agent reloads the custom Mosin-Nagant with a box magazine instead of stripper clips. The weapon has a default magazine capacity of 5 rounds, same as the regular variants despite being modeled with the custom 10 round box magazine although modifications with extended magazine perks may amend this.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] appears as the &amp;quot;M700&amp;quot; in The Division, and comes in a &amp;quot;Tactical&amp;quot; and &amp;quot;Carbon&amp;quot; version. The vanilla M700 comes with a standard wooden body. The Tactical version is fitted with a McMillan A5 stock, night vision rail, and other customizations. The Carbon version has an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The weapon has a unique ability of granding +10% damage, so long as the shooter is elevated above the target.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:TheDivision Remington 700.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; in The Division.]]&lt;br /&gt;
[[Image:TheDivision Remington 700 close.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; closer view.]]&lt;br /&gt;
[[Image:TheDivision Remington 700 wide.jpeg|thumb|none|600px|The &amp;quot;M700 Tactical&amp;quot; being held by a Divsion Agent.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer 716G2 Patrol==&lt;br /&gt;
&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG 716 G2]] is an exotic  weapon recently introduced in update 1.8, where it takes two forms, &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot;. The &amp;quot;Heel&amp;quot; is equipped with a Fortis Night Rail handguard and a CQB barrel, while &amp;quot;Devil&amp;quot; uses the handguard of the older generation 716 and has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
Devil has a special ability of attaining bonus headshot damage after landing a body shot and a handling bonus after landing a headshot. Heel has a special ability of boosting damage once you hit a weakpoint of an enemy (NPC grenade bandoleers, ammo boxes and such) and critical damage is boosted by hitting skill proxies (gun turrets, shields, and such).&lt;br /&gt;
&lt;br /&gt;
As unfeasible as it is due to Marksman ammo being scarce (and general mediocrity of both guns); Devil and Heel are meant to work in tandem (as in equipped on both of your primary weapon slots), where both of them would benefit from each-other's bonuses once attained and the duration of each bonus is longer.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision Heel 1.jpg|thumb|none|600px|The &amp;quot;Heel&amp;quot; exotic sniper rifle with SilencerCo Omega suppressor and 12X scope. Despite the PMAG, both weapon variants have a default capacity of 15 rounds.]]&lt;br /&gt;
[[Image:TheDivision Devil 1.jpg|thumb|none|600px|Stock &amp;quot;Devil&amp;quot; in the hands of an agent cosplaying as a Cleaner.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;Classic M1A&amp;quot;. There is also a unique variant called the &amp;quot;Historian&amp;quot;, which has a dark wooden body and silver metallic parts. The weapon also has a unique ability of firing explosive rounds by default.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite rioter snipers.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision 2016-01-31 14-12-12-38.jpg|thumb|none|600px|Overview of a M1A with a Trijicon SRS red dot sight and muzzle-braked suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot; as well as a customized version in a JAE-100 G3 stock as the &amp;quot;First Wave M1A&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The cleaners use both variants. Standard snipers are armed with the SOCOM variant, while the First Wave variant is used by elite named snipers.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TomClancyTheDivision SOCOM16.jpg|thumb|none|600px|Megan hides behind cover with a M1A SOCOM 16 as she stalks a hostile.]]&lt;br /&gt;
[[File:TheDivision SOCOM16-menu.jpg|thumb|none|600px|A default SOCOM 16 in the menu screen.]]&lt;br /&gt;
[[File:TheDivision SOCOM16-3rdperson.jpg|thumb|none|600px|A Division Agent holds his SOCOM 16 fitted with a Leupold Mark 4 scope]]&lt;br /&gt;
[[Image:M1A_JAE-100.jpg|thumb|none|500px|M1A in a JAE-100 G3 stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-menu.jpg|thumb|none|600px|A default &amp;quot;First Wave M1A&amp;quot; with a Leupold VX-1 scope as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-inspect.jpg|thumb|none|600px|A Division Agent inspects his gaudily customised &amp;quot;First Wave M1A&amp;quot; carbine fitted with a Leupold Mark 8 CQBSS scope, muzzle brake, a red Fortis SHIFT foregrip, and yet another bizarre camo paint scheme.]]&lt;br /&gt;
[[Image:TheDivision SOCOM16custom-reload.jpg|thumb|none|600px|The Agent reloads a default &amp;quot;First Wave M1A&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division in two variants, called the &amp;quot;Surplus SVD&amp;quot; and the &amp;quot;Paratrooper SVD&amp;quot;, both of which feature a short barrel. The &amp;quot;Surplus SVD&amp;quot; otherwise appears to be a standard SVD. The &amp;quot;Paratrooper SVD&amp;quot;, despite its name, appears to be a SVD-M with synthetic furnishings and stock, rather than being an SVDS with the folding stock.&lt;br /&gt;
&lt;br /&gt;
The Paratrooper variant is used by snipers of the Hunters, who are capable of bringing down players with ease thanks to it's semi-auto feature.&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:TheDivision SVD.jpg‎|thumb|none|600px|The &amp;quot;Surplus SVD&amp;quot; in The Division. Note that both rifles use the incredibly short barrel of the Far Cry 3/4 model.]]&lt;br /&gt;
[[File:TheDivision SVD 3.jpg|thumb|none|600px|The &amp;quot;Paratrooper SVD&amp;quot;.]]&lt;br /&gt;
[[File:TheDivision SVD 4.jpg‎|thumb|none|600px|A Division Agent holding his &amp;quot;Paratrooper SVD&amp;quot;.]]&lt;br /&gt;
[[File:DivisionSVDchambering.jpg|thumb|none|600px|Pulling the charging handle on the SVD. It does not lock back when empty, which is incorrect.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant called the &amp;quot;Custom L86 A2&amp;quot; is a variant that sports an aftermarket railed forend.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division-LMG-3.jpg|thumb|none|600px|The L86A2 in-game.]]&lt;br /&gt;
[[Image:DivisionL86A2.jpg|thumb|none|600px|&amp;quot;Custom L86 A2&amp;quot;, which features Daniel Defense's railed forend.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears ingame as the &amp;quot;M249 B&amp;quot;. It has a 100-round cloth belt box in M81 pattern. The Paratrooper variant appears as the &amp;quot;Tactical M249 Para&amp;quot;. A modified M249 is also seen as the base of the Last Man Battalion's Engineers' deployable autoturrets. The weapon's rate of fire is reduced in the game, with it only able to fire at 550 RPM by default.&lt;br /&gt;
&lt;br /&gt;
Heavy gunners of The Rikers and Cleaners use M249-E2s as their weapon of choice. Lower-level gunners of the Last Man Batallion also makes use of the M249.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DivisionM249E2.jpg|thumb|none|600px|The M249-E2 with an ACOG and AN/PEQ-15 laser]]&lt;br /&gt;
[[Image:DivisionM249E2_2.jpeg|thumb|none|600px|The Division agent reloads her M249-E2 during a firefight, as Broadway lights up like, well, Broadway.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 48 Mod 0 ==&lt;br /&gt;
The [[FN_Minimi#Mk_48_Mod_0|Mk 48 Mod 0]] appears in the game as two different variants; the &amp;quot;MK46&amp;quot; and the &amp;quot;Military MK46&amp;quot;, incorrectly identified as its 5.56x45mm cousin Mk 46 Mod 0.&lt;br /&gt;
[[Image:MK48.jpg|thumb|none|500px|FN Mk 48 Mod 0 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division-LMG-1.jpg|thumb|none|600px|Bronson with his Mk 48.]]&lt;br /&gt;
[[Image:Division-LMG-2.jpg|thumb|none|600px|Bronson engaging hostiles with his Mk 48.]]&lt;br /&gt;
[[Image:TheDivision MK46 menu.jpg|thumb|none|600px|The &amp;quot;Military Mk46&amp;quot; version in the menu.]]&lt;br /&gt;
[[Image:TheDivision MK46 reload.jpg|thumb|none|600px|A Division Agent reloads his custom-painted &amp;quot;Military Mk46&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;Infantry MG5&amp;quot; in The Division. &lt;br /&gt;
&lt;br /&gt;
The weapon is popular in the game for possessing a high rate of fire among the LMG family, but hampered by its lower 50-round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|401px|Heckler &amp;amp; Koch MG5 General-Purpose Machine Gun, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision MG5.jpeg|thumb|none|600px|The MG5 with standard 50 round box.]]&lt;br /&gt;
[[Image:TheDivision MG5 close.jpeg|thumb|none|600px|A close up of the MG5 with its standard RAL8000 paint job.]]&lt;br /&gt;
[[Image:TheDivision wide.jpeg|thumb|none|600px|A Division Agent with an MG5.]]&lt;br /&gt;
[[File:DivisionMG5 (1).jpg|thumb|none|600px|Loading the belt into the feed tray of the MG5.]]&lt;br /&gt;
[[File:DivisionMG5 (2).jpg|thumb|none|600px|Another shot of the MG5's reload.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available ingame as the &amp;quot;Classic RPK-74&amp;quot;. A heavily customized variant appears as the &amp;quot;Black Market RPK-74 E&amp;quot;. There is also a unique version called the &amp;quot;Pakhan&amp;quot;, which sports a gold and black finish with bright brown wooden parts, and has the special ability of increasing it's magazine count by a maximum of 20% if it kills an enemy before reloading.&lt;br /&gt;
&lt;br /&gt;
The classic variant is used by rioter heavy gunners.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:TheDivision RPK74.jpg|thumb|none|600px|Ingame RPK-74 fitted with a suppressor and an Aimpoint M68 (CompM2) red dot sight mounted on its railed top cover.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash RPK-74M ==&lt;br /&gt;
The military-spec variant of the [[RPK-74|RPK-74M]] appears in the game as the &amp;quot;Military RPK-74 M&amp;quot;.&lt;br /&gt;
[[Image:Rpk74m.jpg|thumb|none|500px|RPK-74M light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[File:TheDivision_RPK74M-menu.jpg|thumb|none|600px|A default RPK-74M in the menu screen.]]&lt;br /&gt;
[[File:TheDivision_RPK74M-reload.jpg|thumb|none|600px|A Division Agent removes the magazine of his vanilla RPK-74M while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. There is also a unique variant called the &amp;quot;Hungry Hog&amp;quot;, which sports a silver and black finish with gold engravings. It also has the special ability of temporarily boosting it's damage for every enemy it kills.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite heavy gunners of the Last Man Battalion.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision M60-menu.jpg |thumb|none|600px|A default M60 machine gun in the menu. Unlike other machine guns in ''The Division'', the ammo belts of the M60 variants hang freely, only visibly depleting when reaching the last 10 or so rounds.]]&lt;br /&gt;
[[Image:TheDivision M60.jpeg|thumb|none|600px|A close up of the M60.]]&lt;br /&gt;
[[Image:TheDivision M60 wide.jpeg|thumb|none|600px|A Division Agent traverses the urban jungle with his M60.]]&lt;br /&gt;
[[Image:TheDivision M60-reload.jpg|thumb|none|600px|A Division Agent reloads his M60. Note the lack of bipod on the barrel group.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is an exotic-tier weapon added in update 1.8, where it is called &amp;quot;Big Alejandro&amp;quot;. The weapon has a unique ability where it will gain a maximum of 50% additional damage for every hit it scores while fired in cover, but this will be lost if the player reloads or kills an enemy.&lt;br /&gt;
&lt;br /&gt;
Its also unique for having the fastest RoF of any weapon in the game, clocking in at a maximum of 1000 RPM (and can be increased with mods).&lt;br /&gt;
&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|400px|CETME Ameli Light Machine Gun - 5.56x45mm]]&lt;br /&gt;
[[Image:TheDivision BigAlejandro 2.jpg|thumb|none|600px|Big Alejandro with an EOTech 552 holographic sight mounted on the redesigned carrying handle. The vent holes actually are from the MG3, the gun the Ameli is based on.]]&lt;br /&gt;
[[Image:TheDivision BigAlejandro 1.jpg|thumb|none|600px|Big Alejandro: &amp;quot;Long live the Light Machine Gun&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 43 Mod 1 Machine Gun==&lt;br /&gt;
The [[M60_Machine_Gun#MK43_Mod_0.2F1|Mk 43 Mod 1]] appears in the game as the &amp;quot;Military M60 E4&amp;quot; as well as the most recent US Ordnance version, which has two variants in game: the &amp;quot;Military M60 E6&amp;quot; and the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A heavily customized E4 is used by heavy shielded gunners of the Last Man Battalion, while the E6 variant is used by elite gunners found in legendary difficulties.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:TheDivision M60E4-menu.jpg|thumb|none|600px|A default &amp;quot;Military M60 E4&amp;quot; as seen in the menu.]]&lt;br /&gt;
[[Image:TheDivision M60E4-reload.jpg|thumb|none|600px|A Division Agent replaces the belt of his &amp;quot;Military M60 E4&amp;quot;.]]&lt;br /&gt;
[[Image:TheDivision M60MK43 menu.jpg |thumb|none|600px|A default &amp;quot;Black Market M60 E6&amp;quot; in the menu. Note the new E6 installment stock and tan pistol grip, feed cover, and rails.]]&lt;br /&gt;
[[Image:TheDivision M60MK43 reload.jpg |thumb|none|600px|Feeling the spotlight on him, the Agent empties his &amp;quot;Black Market M60 E6&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
Last Man Battalion grenadiers and certain elite Rikers grenadiers use the [[Milkor MGL#Mark 14 / M32A1|Mark 14 MGL]], loaded with HE rounds, against the JTF and Division Agents. Unlike the traditional grenades thrown by enemies; launcher grenades explode instantly upon impact, have a longer range, a faster rate of fire, but smaller area of effect.&lt;br /&gt;
&lt;br /&gt;
The MGL cannot be used by the player.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|450px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DivisionMGL.jpg|thumb|none|600px|A dropped Mark 14 MGL next to it's former operator, it disappears very quickly.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 Grenade Launcher]] is mounted on JTF and LMB APCs dotted throughout the map as well as the APC in the &amp;quot;Falcon Lost&amp;quot; Incursion. The one in Falcon Lost, however, acts less like a grenade launcher and more of a portable mortar.&lt;br /&gt;
&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Thedivisionmk191.jpg|thumb|none|600px|A Mk 19 mounted on a M1200 based APC.]]&lt;br /&gt;
[[File:Mk19thedivision2.jpg|thumb|none|600px|A Mk 19 mounted on a M1200 based APC.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1 Flare Gun==&lt;br /&gt;
Division agents carry a [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] to signal helicopter extractions while in the &amp;quot;Dark Zone&amp;quot;, a lawless area in Manhattan where radios no longer work (Or so they say, anyway. There are no tangible reasons why communications equipment fail to work in there. Hell, even the chopper pilot can communicate with you via radio while in the DZ.).&lt;br /&gt;
[[Image:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[Image:TheDivision Flaregun.jpg|600px|thumb|none|A Divison Agent using the flare gun in the DZ.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
Last Man Battalion snipers can be seen using [[Claymore]] mines, mostly to cover their retreat. They are also outfitted with mines that shock the player, however those don't appear to be based on anything real. They're not very effective, however, due to the bright red LED on their claymore mines that's visible by all players.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|320px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:TheDivision Clay 2.jpg|600px|thumb|none|Sneaking up on a Claymore during the fourth Global Event; Ambush. They are pretty easy to spot thanks to the red LED.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The Last Man Battalion makes heavy use of [[Browning M2]]s on their automated sentry guns, which fire at a slow but powerful and accurate pace.&lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Refusing to back down to the JTF after being overrun; Colonel Charles Bliss of the Last Man Battalion pilots a UH-60 Blackhawk armed with a chin-mounted [[M134 Minigun]] and twin Hydra 7 Rocket Pods as he valiantly exemplified his PMC's namesake by fighting to the last man.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|500px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
In their fanatical but misguided and cruel attempt to rid Manhattan (and the rest of the world) of the Green Flu virus, The Cleaners, a faction of insane New York Sanitation workers, make use of home-made flamethrowers to burn away all traces of the virus, including potential carriers (which unfortunately means anyone not a part of their group).&lt;br /&gt;
&lt;br /&gt;
They employ two variants. One is an under-barrel flamethrower used by Cleaner riflemen, which is made out of several tubes and pipes, a bicycle frame, a large PET bottle, and powered by a high-pressure gas tank mounted on their backs. The other is a large flamethrower used by heavy units called &amp;quot;Incinerators&amp;quot;. The weapon is also jury-rigged and fed by two high-pressure gas tanks and a side-mounted propane tank, all of which the cleaner is capable of lugging around in a slow pace (and somehow avoiding stumbling around with all that unbalanced weight placement while wearing heavy armor and a gas mask).&lt;br /&gt;
&lt;br /&gt;
Division agents also make use of a briefcase-sized custom flamethrower that can be deployed by using the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
[[Image:Division-AK-3.jpg|thumb|none|600px|The Cleaners' AKM fitted with an under barrel flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Tclancy_division_scar_tenebrae.jpg&amp;diff=1194075</id>
		<title>File:Tclancy division scar tenebrae.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Tclancy_division_scar_tenebrae.jpg&amp;diff=1194075"/>
		<updated>2018-07-01T20:33:36Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warface&amp;diff=1189053</id>
		<title>Warface</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warface&amp;diff=1189053"/>
		<updated>2018-06-05T12:11:45Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Warface&lt;br /&gt;
|picture = WF 000.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Crytek Studios&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Nexon Inc.&lt;br /&gt;
|genre=Online first-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Warface''''' is a free-2-play first-person shooter for the PC developed by Crytek. The game is split into 2 versions: Warface East (the Russian version) and Warface West (the Western version, AKA America and Europe). Warface East gives to most of weapons their proper names, and Warface West gives weapons fictional names, due to copyright. Despite this, some weapons in Warface West have names that are true to their real-life counterparts. The same goes for some weapons and their textures. In beta stage, Warface East used the same names for weapons as West.&lt;br /&gt;
&lt;br /&gt;
For notability's sake, only the Warface West names will be pointed out as the in-game names on this page (and elsewhere on the site). A list of weapon name differences between Warface East and West can be found [http://warface.wikia.com/wiki/Weapon_Name_Differences here]. As of '''June 5th, 2018''', My.com, the game's current publisher, has updated most of Warface West's weapon names to be accurate to their real-life counterparts, like in the East version.&lt;br /&gt;
&lt;br /&gt;
Somewhat like ''Battlefield'', there are four classes in the game, each using a different class of weapons. Rifleman uses Assault Rifles and Machine Guns, Medic uses Shotguns, Engineer uses SMGs, and Sniper uses Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
Much like other Cry Engine games, the weapons can be customized on the fly.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Warface'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Introduction=&lt;br /&gt;
Almost everything in this game can be obtained with the help of three types of currency: Warface Money (also known as Warbucks in Warface East), Kredits (can be bought with real money) and Crowns (can be obtained through completing PvE missions). Most of the weapons, equipment and attachments must be unlocked through the Vendors system in order to be used. They are usually divided into 3 types of rarity: Common, Rare and Ultra Rare. In addition to this, also exists the 4th type of rarity for the Weapons: Legendary. Legendary weapons usually have unique weapon attachments which are not available on other weapons and don't require unlocking. Some Kredit weapons also have unique weapon attachments.&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears as the &amp;quot;M93R&amp;quot;&lt;br /&gt;
[[file:Beretta M93.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[file:Warface Beretta 93R holding.jpg|thumb|none|600px|The player character holds the Beretta M93R.]]&lt;br /&gt;
[[file:Warface Beretta 93R aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Beretta 93R reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Beretta 93R reloading 2.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
[[file:Warface Beretta 93R custom.jpg|thumb|none|600px|Customizing the gun.]]&lt;br /&gt;
[[file:Warface Beretta 93R lobby.jpg|thumb|none|300px|Beretta 93R in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears as the &amp;quot;MD9&amp;quot;.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[file:Warface Beretta M9 holding.jpg|thumb|none|600px|Holding the the Beretta M9.]]&lt;br /&gt;
[[file:Warface Beretta M9 aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Beretta M9 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:Warface Beretta M9 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Beretta M9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Beretta M9 lobby.jpg|thumb|none|300px|Beretta M9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power|Browning Hi-Power Mark III]] appears as the &amp;quot;High Power Pistol&amp;quot;, developed by &amp;quot;John &amp;lt;strike&amp;gt;Brown&amp;lt;/strike&amp;gt; '''Red'''ling&amp;quot; in Warface West.&lt;br /&gt;
[[file:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III holding.jpg|thumb|none|600px|The Browning Hi-Power in first person.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III reloading 1.jpg|thumb|none|600px|The reload animation is pretty bizarre. The player character starts by pulling back the slide, then manually engages the slide release before swapping mags and dropping the slide.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III reloading 2.jpg|thumb|none|600px|Swapping the magazines. A reminder that this comes after pulling back the slide.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III custom.jpg|thumb|none|600px|Customization menu; note the target sights.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III lobby.jpg|thumb|none|300px|Browning Hi-Power Mark III in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
The [[Chiappa Rhino 60DS]] appears as the &amp;quot;Abada 266mm&amp;quot;.&lt;br /&gt;
[[file:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 60DS (6&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica holding.jpg|thumb|none|600px|Holding the Chiappa Rhino 60DS.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica aim.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica reloading 1.jpg|thumb|none|600px|Dumping out the rounds during reloading.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica reloading 2.jpg|thumb|none|600px|New rounds are loaded individually.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6Unica custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Chiappa Rhino 60DS lobby.jpg|thumb|none|300px|Chiappa Rhino 60DS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]].&lt;br /&gt;
[[file:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[file:Warface Colt Python lobby.jpg|thumb|none|300px|Colt Python in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] appears as the &amp;quot;WX-86&amp;quot; in Warface West.&lt;br /&gt;
[[file:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K5==&lt;br /&gt;
The [[Daewoo K5]] appears as the &amp;quot;GU5&amp;quot;. According to the in-game description, it is made by &amp;quot;Global Universe Precision Industries&amp;quot; of South Korea, &lt;br /&gt;
[[file:DaewooDP51.jpg|thumb|none|350px|Daewoo K5 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd holding.jpg|thumb|none|600px|Holding the Daewoo K5.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd lobby.jpg|thumb|none|300px|Daewoo K5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] with under-barrel accessory rail and compensator cuts on the barrel appears as the &amp;quot;Eagle Eye&amp;quot;. Bizarrely, the weapon is depicted incorrectly as being DAO; considering the similarly SAO Browning is ''not'' this seems especially odd.&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX holding.jpg|thumb|none|600px|The Desert Eagle in first person. This particular one has a paint job applied.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX reloading 2.jpg|thumb|none|600px|Pulling the slide back.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX lobby.jpg|thumb|none|300px|Desert Eagle Mark XIX in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN USG==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN USG]] appears as the &amp;quot;P-57&amp;quot;.&lt;br /&gt;
[[file:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN USG - 5.7x28mm]]&lt;br /&gt;
[[file:Warface FN Five-seveN USG lobby.jpg|thumb|none|300px|FN Five-seveN USG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18C]] appears as the &amp;quot;S18G&amp;quot;, &amp;quot;a variation of the S17G&amp;quot; as described by the weapon description.&lt;br /&gt;
[[file:Glock 18C.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[file:Warface Glock 18 holding.jpg|thumb|none|600px|Holding a Glock 18C with a cosmetic finish.]]&lt;br /&gt;
[[file:Warface Glock 18 aim.jpg|thumb|none|600px|Taking aim.]]&lt;br /&gt;
[[file:Warface Glock 18 reloading 1.jpg|thumb|none|600px|Reloading the Glock.]]&lt;br /&gt;
[[file:Warface Glock 18 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Glock 18 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Glock 18 lobby.jpg|thumb|none|300px|Glock 18 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] is purchasable from the Warface shop. It appears as the &amp;quot;ZX84 USP&amp;quot; in Warface West. Rather confusingly, the &amp;quot;ZX84&amp;quot; name is applied to a lot of other H&amp;amp;K guns in the game, be it SMGs, machine guns, assault rifles, or sniper rifles, all called &amp;quot;ZX84&amp;quot; as if H&amp;amp;K became an edgy cyberpunk megacorporation with numbers in its name. It has a 13-round magazine, meaning it is the .40 S&amp;amp;W version, and a custom optic mount that is so ridiculously low to the slide that it's barely visible while aiming. The rear sights are blank and the front sight has a green tritium dot. The mount grants usage of 2 optics for primary weapons, making it the only pistol that can do so. In addition, the full array of &amp;quot;Muzzle&amp;quot; attachments for secondaries is available.&lt;br /&gt;
[[file:H&amp;amp;KUSP40.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP in first person.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming down the USP's iron sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is known as the &amp;quot;Bellum&amp;quot; in Warface West, one word from the phrase &amp;quot;Si vis pacem, para bellum&amp;quot; from which the 9x19mm Parabellum got its name.&lt;br /&gt;
[[file:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Magnum Research Micro Eagle==&lt;br /&gt;
The Micro Desert Eagle appears as the &amp;quot;Pink Micro Eagle Eye&amp;quot; in Warface West. It is currently the only weapon that doesn't have standard version.&lt;br /&gt;
&lt;br /&gt;
[[File:MicroDE.jpg|thumb|none|350px|Magnum Research Micro Eagle - .380 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MasterPiece Arms MPA930DMG==&lt;br /&gt;
Appears almost correctly as the &amp;quot;WPA 039 GMD&amp;quot; in Warface West. As a Legendary weapon, it features a unique suppressor that isn't available on any other sidearm.&lt;br /&gt;
&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|350px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
A [[Mateba Model 6 Unica]] with a 6 inch barrel and a muzzle brake appears as the &amp;quot;HEX Autorevolver&amp;quot;, with &amp;quot;HEX&amp;quot; referring to its hexagonal cylinder according to the in-game description.&lt;br /&gt;
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|350px|Mateba Model 6 Unica, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica holding.jpg|thumb|none|600px|Holding the Mateba Autorevolver.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica reloading 1.jpg|thumb|none|600px|Ejecting the rounds.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica reloading 2.jpg|thumb|none|600px|Loading new rounds.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica lobby.jpg|thumb|none|300px|Mateba Model 6 Unica in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] is known as &amp;quot;Shark-443&amp;quot; in Warface West and &amp;quot;PYa&amp;quot; in Warface East.&lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant M1895]]. Appears simply as &amp;quot;M1895&amp;quot; in Warface West.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 - 7.62x38N]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The [[Norinco QSZ-92]] is known as the &amp;quot;Q-92&amp;quot; in Warface West.&lt;br /&gt;
[[File:QSZ-92.jpg|thumb|none|350px|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
A [[SIG-Sauer P226R]] coming with extended magazine, suppressor and weapon sight by default appears as the &amp;quot;AY 226&amp;quot;.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 M&amp;amp;P R8==&lt;br /&gt;
Appears as the &amp;quot;S&amp;amp;W M&amp;amp;P R8&amp;quot; in Warface East. It has the largest magazine among revolvers and features a unique Leupold DeltaPoint red dot sight.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Loaded 1911==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]] appears as the &amp;quot;R1911D1&amp;quot; in Warface West, and &amp;quot;M1911A1&amp;quot; in Warface East.&lt;br /&gt;
[[file:SA_loaded_m1911.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 holding.jpg|thumb|none|600px|Holding the SW1911.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 lobby.jpg|thumb|none|300px|Smith &amp;amp; Wesson SW1911 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] appears as the &amp;quot;STCC&amp;quot; in Warface West.&lt;br /&gt;
[[file:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg‎|thumb|none|350px|Stechkin APS - 9x18mm Makarov.]]&lt;br /&gt;
[[file:Warface APSholding.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[file:Warface APS aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface APS reloading 1.jpg|thumb|none|600px|Reloading the APS.]]&lt;br /&gt;
[[file:Warface APS reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface APS custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface APS lobby.jpg|thumb|none|300px|Stechkin APS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M9-A1==&lt;br /&gt;
The [[Steyr M9-A1]] appears under the rather simple name &amp;quot;M9A1&amp;quot; in Warface West.&lt;br /&gt;
[[file:SteyrM9A1.jpg|thumb|none|350px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[file:Warface Steyr M9A1 holding.jpg|thumb|none|600px|Holding the M9-A1.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 reloading 2.jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 lobby.jpg|thumb|none|300px|Steyr M9-A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P99==&lt;br /&gt;
The [[Walther P99]] appears as the &amp;quot;Otto W77&amp;quot;.&lt;br /&gt;
[[file:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[file:Warface Walther P99 holding.jpg|thumb|none|600px|The player character holds the Walther P99.]]&lt;br /&gt;
[[file:Warface Walther P99 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Walther P99 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Walther P99 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Walther P99 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Walther P99 lobby.jpg|thumb|none|300px|Walther P99 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] appears under its real name, though Warface West omits Beretta from the name.&lt;br /&gt;
[[file:Beretta Mx4 Storm.jpg|thumb|none|350px|Beretta Mx4 Storm - 9x19mm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm holding.jpg|thumb|none|600px|Holding the Mx4 Storm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm reloading 1.jpg|thumb|none|600px|Loading in a new mag of 9x19mm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm reloading 2.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm lobby.jpg|thumb|none|300px|Beretta Mx4 Storm in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;MT-19&amp;quot;, and is manufactured by &amp;quot;Defensive Arms of Australia&amp;quot; according to its in-game description.&lt;br /&gt;
[[file:Mp9tmp.jpg|thumb|none|350px|Brügger &amp;amp; Thomet MP9 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 holding.jpg|thumb|none|600px|Holding the MP9.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 aim.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 reloading 2.jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 lobby.jpg|thumb|none|300px|Brügger &amp;amp; Thomet MP9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M950==&lt;br /&gt;
The [[Calico M950]] appears in the game, named &amp;quot;M900&amp;quot; and manufactured by &amp;quot;Howard Light Weapon Systems&amp;quot; according to the weapon description. It incorrectly fires in 3-round bursts.&lt;br /&gt;
[[file:CalicoM950.jpg|thumb|none|350px|Calico M950 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M950 lobby.jpg|thumb|none|300px|Calico M950 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M955A==&lt;br /&gt;
The [[Calico M955A]] with a brown coloration appears as the &amp;quot;M95AR&amp;quot; in Warface West, and is a Rifleman primary weapon. The Warface West description also calls it the &amp;quot;M9551&amp;quot;, and also says that it is a semi-automatic rifle (the same mistake can be seen in Warface East) despite it not being one even in gameplay.&lt;br /&gt;
[[file:CalicoM955A.jpg|thumb|none|350px|Calico M955A - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M955A holding.jpg|thumb|none|600px|Holding the Calico M955A. Note the 50-round capacity in a 100-round modeled magazine.]]&lt;br /&gt;
[[file:Warface Calico M955A aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Calico M955A reloading 1.jpg|thumb|none|600px|Swapping mags.]]&lt;br /&gt;
[[file:Warface Calico M955A reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Calico M955A custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Calico M955A lobby.jpg|thumb|none|300px|Calico M955A in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M960A==&lt;br /&gt;
The [[Calico M960A]] appears as the &amp;quot;M99AS&amp;quot;.&lt;br /&gt;
[[file:Calico960a.jpg|thumb|none|350px|Calico M960A - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M960A lobby.jpg|thumb|none|300px|Calico M960A in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
A rail-equipped [[Daewoo K7]] is an available submachine gun, named the &amp;quot;GU7&amp;quot; in Warface West, consistent with the renaming of the Daewoo K5 as the &amp;quot;GU5&amp;quot;.&lt;br /&gt;
[[file:Daewoo K7 red dot scope.jpg|thumb|none|350px|Daewoo K7 with an optic rail and a C-More Railway Series red dot sight - 9x19mm.]]&lt;br /&gt;
[[file:Warface Daewoo K7 holding.jpg|thumb|none|600px|The K7 in the firing range.]]&lt;br /&gt;
[[file:Warface Daewoo K7 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[file:Warface Daewoo K7reloading 1.jpg|thumb|none|600px|Reloading the K7.]]&lt;br /&gt;
[[file:Warface Daewoo K7 reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[file:Warface Daewoo K7 custom.jpg|thumb|none|600px|Holding the K7 with the customization menu hidden.]]&lt;br /&gt;
[[file:Warface Daewoo K7 lobby.jpg|thumb|none|300px|The K7 in the hands of the player's character.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 Tactical]] is a submachine gun in ''Warface'', appearing as the &amp;quot;PDW 19&amp;quot; in Warface West.&lt;br /&gt;
[[file:P90 tact d 500px.jpg|thumb|none|350px|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[file:Warface FN P90TR Lobby.jpg|thumb|none|300px|FN P90 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears as the &amp;quot;H&amp;amp;K MP5&amp;quot; in Warface East and as the &amp;quot;ZX84 SMG&amp;quot; in Warface West, made by &amp;quot;Zettler &amp;amp; Melz GmbH&amp;quot; according to the description. It is the default weapon for the Engineer Class. The in-game model features a Choate side-folding stock and railed forend. It can be customized with 2 optics, a generic foregrip, and 2 suppressors: one generic and the other SMG-specific.&lt;br /&gt;
[[file:MP5KAC.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A5 with PDW stock and KAC railed forend - 9x19mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 holding.jpg|thumb|none|600px|Idle with the MP5A5.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Note that the animation appears to be glitched, and so the player character is stroking the 9 o'clock rail rather than pulling the charging lever.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP5A5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
A heavily customized MP5A3 with Navy trigger group is a Legendary Vendor weapon that incorrectly appears in every version of the game as the A5 variant, that is reflected in weapon's names: &amp;quot;ZX84 '''A5''' Custom&amp;quot; in Western version and &amp;quot;HK MP5A5 Custom&amp;quot; in every other. It features color scheme similar to the RAL8000, custom flash hider, Spuhr railed forend, aftermarket charging handle and AR-15 stock adapter with installed Strike Industries Viper Mod-1 stock. It is compatible with every attachement available for the Engineer class. As the Legendary weapon, it also features a unique attachment, RAMBO SP-6 1x66 sight.&lt;br /&gt;
[[file:Hk-mp5n.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5-N with Navy trigger group and threaded muzzle - 9x19mm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;MM28&amp;quot; in Warface West, and is still made by &amp;quot;Zettler &amp;amp; Melz GmbH&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K MP71A1.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|Holding the MP7A1.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming down the flipped down iron sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Replacing the magazine...]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|...And pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP7A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;ZX84 UMP&amp;quot;.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45ACP.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|Holding a UMP45 with a skin.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|And charging.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch UMP45 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini UZI==&lt;br /&gt;
The [[Mini Uzi]] is an available weapon, named &amp;quot;Micro Oren&amp;quot; in Warface West, which is &amp;quot;the smaller variant of the Oren SMG&amp;quot;. Oren by the way is a Jewish name.&lt;br /&gt;
[[file:Imi-mini-uzi.jpg|thumb|none|350px|IMI Mini UZI - 9x19mm]]&lt;br /&gt;
[[file:Warface IMI Micro UZI lobby.jpg|thumb|none|300px|IMI Mini UZI in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|Izhmash PP-19 Bizon-2]] with custom side-mounted rails appears as the &amp;quot;Smg-19 Wisent&amp;quot;, wisent being a name for European bison.&lt;br /&gt;
[[file:Bizon9x18.jpg|thumb|none|350px|Izhmash PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon holding.jpg|thumb|none|600px|The player character holds the &amp;quot;Smg-19 Wisent&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon reloading 1.jpg|thumb|none|600px|Reloading the helical magazine.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon reloading 2.jpg|thumb|none|600px|Charging the weapon with the dominant hand.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon lobby.jpg|thumb|none|300px|Izhmash PP-19 Bizon-2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe JS 9mm==&lt;br /&gt;
The [[QCW-05#Jianshe JS 9mm|Jianshe JS 9mm]] is an available weapon, named &amp;quot;Ch 9mm&amp;quot; in Warface West. Its weapon description states that it is made by &amp;quot;Saluen Group Corporation&amp;quot; as an export version of the &amp;quot;CCW-05.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is modeled with a right-handed only charging handle (as in the left side is completely flat with no slit as a charging handle option), which is the feature of an early prototype version of the weapon showcased by Jianshe. More weirdly though, it has ambidextrous selector switches, which no version of the JS 9mm has.&lt;br /&gt;
[[file:JS05.jpg|thumb|none|350px|Jianshe JS 9mm - 9x19mm]]&lt;br /&gt;
[[file:Warface Jian She Type-05 holding.jpg|thumb|none|600px|The player character holds the Jianshe JS 9mm.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 reloading 1.jpg|thumb|none|600px|Swapping mags.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 custom.jpg|thumb|none|600px|Customization menu. Note the textures saying &amp;quot;Jian She DAP92-9&amp;quot;]]&lt;br /&gt;
[[file:Warface Jian She Type-05 lobby.jpg|thumb|none|300px|Jianshe JS 9mm in lobby. Here you can see that the charging handle on the right is modeled flat on the gun, and there is no ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==KBP PP-2000==&lt;br /&gt;
The [[PP-2000]] appears as the &amp;quot;TT-3000&amp;quot;.&lt;br /&gt;
[[file:Pp-2000 1.jpg|thumb|none|350px|KBP PP-2000 - 9x19mm]]&lt;br /&gt;
[[file:Warface KBP PP-2000 lobby.jpg|thumb|none|300px|KBP PP-2000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] appears as the &amp;quot;SMG-9 Ares&amp;quot;. Rather interestingly, Ares may be referring to the Ares company, who made the world's first FMG in the form of the [[Ares FMG]].&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PM-98==&lt;br /&gt;
The [[PM-84 Glauberyt|PM-98]] appears as the older &amp;quot;PM-84 Glauberyt Custom&amp;quot; in every region except for the West, where it appears as &amp;quot;AP-84 Custom&amp;quot;.&lt;br /&gt;
[[File:PM-98.jpg|thumb|none|350px|PM-98 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as the &amp;quot;MP 717&amp;quot;, which is the designation the Wehrmacht gave to captured PPSh submachine guns during WWII.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
&lt;br /&gt;
==Masterpiece Arms MPA10SST-X==&lt;br /&gt;
The .380 ACP version of the [[MAC-10#MPA10SST|Masterpiece Arms MPA10SST]], the MPA10SST-X, appears as the &amp;quot;MP .38&amp;quot; in Warface West.&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|350px|MPA10SST for reference - .45 ACP]]&lt;br /&gt;
[[file:Warface MAC-11 holding.jpg|thumb|none|600px|Holding the &amp;quot;MP .38&amp;quot;.]]&lt;br /&gt;
[[file:Warface MAC-11 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface MAC-11 reloading 1.jpg|thumb|none|600px|Bringing up a new magazine and removing the old one.]]&lt;br /&gt;
[[file:Warface MAC-11 reloading 2.jpg|thumb|none|600px|Pulling the left-sided charging handle.]]&lt;br /&gt;
[[file:Warface MAC-11 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface MAC-11 lobby.jpg|thumb|none|300px|Holding the weapon in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz. 83 Skorpion==&lt;br /&gt;
The [[Sa. Vz. 83 Skorpion]] is known as the &amp;quot;Metasoma 83&amp;quot; in Warface West. Metasoma is the tail of the scorpion.&lt;br /&gt;
[[file:Vz83.jpg|thumb|none|350px|Sa. Vz. 83 Skorpion - .380 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[AS Val#SR-2 Veresk|SR-2M Veresk]] is an available weapon, called the &amp;quot;SN-5G Sarosk&amp;quot; in Warface West.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|350px|SR-2M Veresk - 9x21mm]]&lt;br /&gt;
[[file:Warface SR-2M Veresk lobby.jpg|thumb|none|300px|SR-2M Veresk in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;AUG A3 9mm XS&amp;quot; in Warface East and as the &amp;quot;A3 9mm XS&amp;quot; in Warface West, and the Warface West description states that it is &amp;quot;a variant of the original A3-210 assault rifle&amp;quot;, which is the Warface West name of the AUG A3.&lt;br /&gt;
[[file:AUG A3 9mm XS.jpg|thumb|none|350px|Steyr AUG A3 9mm XS - 9x19mm.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS holding.jpg|thumb|none|600px|Holding the AUG SMG.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS aim.jpg|thumb|none|600px|Aiming the AUG A3 9mm XS.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS lobby.jpg|thumb|none|300px|Steyr AUG A3 9mm XS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==TDI / KRISS USA Gen I Vector SMG==&lt;br /&gt;
The [[TDI Vector|TDI / KRISS USA Gen I Vector SMG]] appears as the &amp;quot;Kriss Super V&amp;quot; in Warface East and as the &amp;quot;Vec. 5&amp;quot; in Warface West.&lt;br /&gt;
[[file:KrissSuperV.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector SMG - 45 ACP]]&lt;br /&gt;
[[file:Warface TDI Vector holding.jpg|thumb|none|600px|The player character holds the Vector.]]&lt;br /&gt;
[[file:Warface TDI Vector aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface TDI Vector reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface TDI Vector reloading 2.jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[file:Warface TDI Vector custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface TDI Vector lobby.jpg|thumb|none|300px|TDI / KRISS USA Gen I Vector SMG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] appears as the &amp;quot;FAS-12&amp;quot; in Warface West.&lt;br /&gt;
[[file:AA-12 CQB.jpg|thumb|none|350px|AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is known as &amp;quot;Richmond M4 Super 90&amp;quot; in Warface West. Richmond is a name that you will see a few more times on this page, being applied to other weapons from different real life manufacturers.&lt;br /&gt;
[[file:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[file:Warface Benelli M4 Super 90 lobby.jpg|thumb|none|300px|Benelli M4 Super 90 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
Just like the M4 Super 90, the [[Benelli Supernova Tactical]] appears as the &amp;quot;Richmond Nova Tactical&amp;quot; in Warface West.&lt;br /&gt;
[[file:Benelli Supernova Tactical.jpg|thumb|none|350px|Benelli Supernova Tactical with telescopic stock - 12 gauge]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical holding.jpg|thumb|none|600px|Holding the Supernova Tactical.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical reloading 1.jpg|thumb|none|600px|Pumping the handle.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical lobby.jpg|thumb|none|300px|A Supernova in the lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The 1st prototype of the [[Crye Precision Six12|Crye Precision SIX12]] appears as &amp;quot;Accuracy SEVEN&amp;quot; in Warface West.&lt;br /&gt;
[[file:Crye Precision SIX12 prototype.jpg|thumb|400px|none|Crye Precision SIX12 (1st prototype) - 12 gauge]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 holding.jpg|thumb|none|600px|Here's a Six12 with a gaudy skin.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 reloading 2.jpg|thumb|none|600px|Inserting the new magazine.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12]] is known as &amp;quot;US-12&amp;quot; in Warface West.&lt;br /&gt;
[[file:Usas-12.jpg|thumb|none|350px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Derya Anakon AK-100==&lt;br /&gt;
The [[Derya Anakon Semi Automatic Shotgun|Derya Anakon AK-100]] appears as simply &amp;quot;Anakon&amp;quot; in Warface East and as the &amp;quot;Boas Semi-Automatic Shotgun&amp;quot; in Warface West, since Anakon sounds like Anaconda.&lt;br /&gt;
[[file:Anakon-ak-100-avtufegi1.jpg|thumb|none|350px|Derya Anakon AK-100 - 12 gauge]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 holding.jpg|thumb|none|600px|The player character holds the Anakon.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 reloading 2.jpg|thumb|none|600px|Inserting a shell.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 lobby.jpg|thumb|none|300px|Derya Anakon AK-100 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-10 VR 103==&lt;br /&gt;
The [[Derya MK-10|Derya MK-10 VR 103]] is named &amp;quot;Anatolia RK-102&amp;quot; in Warface West and &amp;quot;Derya MK-10 VR 102&amp;quot; in Warface East.&lt;br /&gt;
[[file:Derya MK-10 VR 103.jpg|thumb|none|350px|Derya MK-10 VR 103 - 12 gauge]]&lt;br /&gt;
[[file:Derya MK-10 VR 102.jpg|thumb|none|350px|Derya MK-10 VR 102 - 12 gauge]]&lt;br /&gt;
[[file:Warface Derya MK10 lobby.jpg|thumb|none|300px|Derya MK-10 VR 103 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SAT 8 PRO TELESCOPIC==&lt;br /&gt;
The [[FABARM SAT 8|FABARM SAT 8 Pro Telescopic]] appears as the &amp;quot;Fa'''r'''arm S.A.T 8 Pro&amp;quot; in Warface West. All other FABARM appearances are similarly renamed to Fararm in Warface West.&lt;br /&gt;
[[file:FABARM SAT 8 PRO TELESCOPIC.jpg|thumb|none|350px|FABARM SAT 8 PRO TELESCOPIC - 12 Gauge]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 holding.jpg|thumb|none|600px|Holding the SAT 8 Pro.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 reloading 1.jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Fabarm STF 12 COMPACT==&lt;br /&gt;
The [[FABARM STF 12|Fabarm STF 12 COMPACT]] is renamed to &amp;quot;Fararm ATF 12&amp;quot; in Warface West.&lt;br /&gt;
[[file:Fabarm STF12 COMPACT.jpg|thumb|none|350px|Fabarm STF 12 COMPACT - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appear as the &amp;quot;PHS-12&amp;quot; in Warface West. It is used exclusively in pump-action mode.&lt;br /&gt;
[[file:FSpas12orign.jpg|thumb|none|350px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 holding.jpg|thumb|none|600px|Holding the SPAS-12.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 reloading 1.jpg|thumb|none|600px|Regardless of how many shells remain, reloading the SPAS-12 is always done with a shotgun speedloader that apparently disappears into the gun.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 reloading 2.jpg|thumb|none|600px|After feeding the shotgun a tube of shotgun shells, the player pulls the charging handle.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 lobby.jpg|thumb|none|300px|Franchi SPAS-12 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]], in the same vein as SPAS-12, is renamed to &amp;quot;PHS-15&amp;quot; in Warface West. It is used exclusively in Pump-action.&lt;br /&gt;
[[file:Franchi spas15.jpg|thumb|none|350px|Franchi SPAS-15 - 12 gauge]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 holding.jpg|thumb|none|600px|Holding the SPAS-15.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 reloading 1.jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 lobby.jpg|thumb|none|300px|Franchi SPAS-15 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
The [[Hawk 97-2]] appears as the &amp;quot;Kite Pump&amp;quot; in Warface West.&lt;br /&gt;
[[file:Hawkpump.jpg|thumb|none|350px|Hawk 97-2 - 12 gauge]]&lt;br /&gt;
[[file:Warface Hawk 97-2 holding.jpg|thumb|none|600px|Holding the Hawk shotgun.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 reloading 2.jpg|thumb|none|600px|Loading new magazine.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 lobby.jpg|thumb|none|300px|Hawk 97-2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears as the &amp;quot;Kel-Tec Shotgun&amp;quot; in Warface East, and as the &amp;quot;PEG-KT&amp;quot; in Warface West. The PEG name will reappear a lot on the shotgun section of this page because it is applied to a few completely unrelated shotguns.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG holding.jpg|thumb|none|600px|Holding the Kel-Tec KSG.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG reloading 2.jpg|thumb|none|600px|Loading shells into the weapon.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG lobby.jpg|thumb|none|300px|Kel-Tec KSG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==LSA Saiga 12 Signcutter CS-VLR==&lt;br /&gt;
The [[Izhmash Saiga series shotgun|LSA Saiga 12 Signcutter CS-VLR]] appears as simply &amp;quot;Saiga&amp;quot; in Warface East and the &amp;quot;PEG&amp;quot; in Warface West. What relation does it have with all the other &amp;quot;PEG&amp;quot; weapons in Warface West is unknown.&lt;br /&gt;
[[file:LSA Saiga 12 Signcutter cs-vlr.jpg|thumb|none|350px|LSA Saiga 12 Signcutter CS-VLR - 12 gauge]]&lt;br /&gt;
[[file:Warface PEG holding.jpg|thumb|none|600px|Holding the Saiga shotgun.]]&lt;br /&gt;
[[file:Warface PEG aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface PEG reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface PEG reloading 2.jpg|thumb|none|600px|Then a pull of the charging handle.]]&lt;br /&gt;
[[file:Warface PEG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface LSA Saiga 12 Signcutter CS-VLR lobby.jpg|thumb|none|300px|LSA Saiga 12 Signcutter CS-VLR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MAG-7==&lt;br /&gt;
A [[MAG-7]] with a custom foldable stock and a foregrip on its is forearm appears as the &amp;quot;PEG-7&amp;quot; in Warface West.&lt;br /&gt;
[[file:Mag7.jpg|thumb|none|350px|MAG-7 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12|Molot Vepr-12]] is known as &amp;quot;Vepr&amp;quot; in Warface East and &amp;quot;VIPER&amp;quot; in Warface West.&lt;br /&gt;
[[file:Vepr-12.jpg|thumb|none|350px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[file:Warface Molot Vepr-12 lobby.jpg|thumb|none|300px|Molot Vepr-12 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Custom==&lt;br /&gt;
A custom [[Mossberg 500 series shotgun|Mossberg 500]] appears as &amp;quot;MSG 500 Custom&amp;quot; in Warface West.&lt;br /&gt;
[[file:Mossberg 500 tactical.jpg|thumb|none|350px|Mossberg 500 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 with Sidewinder Venom kit==&lt;br /&gt;
A [[Mossberg 590]] with a Sidewinder Venom kit and a special red dot sight attached by default appears as the &amp;quot;Sidewinder Venom&amp;quot; in Warface East and &amp;quot;SX-41&amp;quot; in Warface West.&lt;br /&gt;
[[file:Moss590A1.jpg|thumb|none|350px|Mossberg 590 - 12 gauge]]&lt;br /&gt;
[[file:Mossberg Maverick 88 Sidewinder Venom.jpg|thumb|none|350px|Mossberg Maverick 88 with a Sidewinder Venom kit - 12 gauge]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit holding.jpg|thumb|none|600px|Holding the Sidewinder Venom with a grip on the foreend.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit reloading 2.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit lobby.jpg|thumb|none|300px|The weapon in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255 Tactical==&lt;br /&gt;
The [[MTs255|MTs255 Tactical]] appears as the &amp;quot;MC 255 12&amp;quot; in both Warface East and West.&lt;br /&gt;
[[file:MTs255 Tactical.jpg|thumb|none|350px|MTs255 Tactical - 12 gauge]]&lt;br /&gt;
[[file:Warface MTs255 Tactical holding.jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical reloading 1.jpg|thumb|none|600px|Dumping the rounds CoD style, i.e. shaking them out.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical reloading 2.jpg|thumb|none|600px|Loading the new shells.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical lobby.jpg|thumb|none|300px|MTs255 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] appears as the &amp;quot;Jackhammer&amp;quot; in Warface East and &amp;quot;Piledriver&amp;quot; in Warface West.&lt;br /&gt;
[[file:Jackhammer.jpg|thumb|none|350px|Pre-production Pancor Jackhammer - proprietary 12 gauge]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer holding.jpg|thumb|none|600px|Holding the Jackhammer.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer reloading 1.jpg|thumb|none|600px|While the reload animation is animated somewhat poorly, the process is (mostly) correct. The player character first pushes the forearm forewards, allowing them to replace the casette.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer reloading 2.jpg|thumb|none|600px|Replacing the casette. After this, the player pulls the forearm back in to lock it (because of animation quality, it's hard to tell if the release button on the trigger guard is pressed - most likely not).]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer lobby.jpg|thumb|none|300px|Pancor Jackhammer in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears as the &amp;quot;Richmond 770&amp;quot; in Warface West.&lt;br /&gt;
[[file:Model870P MAXlg.jpg|thumb|none|350px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:Warcafe Remington 870 holding.jpg|thumb|none|600px|The player character holds the Remington 870.]]&lt;br /&gt;
[[file:Warcafe Remington 870 aim.jpg|thumb|none|600px|Aiming through the ghost rings.]]&lt;br /&gt;
[[file:Warcafe Remington 870 reloading 2.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warcafe Remington 870 reloading 1.jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[file:Warcafe Remington 870 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington 870 lobby.jpg|thumb|none|300px|Remington 870 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical==&lt;br /&gt;
A further customized [[Remington 870|Remington 870 Express Tactical]] appears as the &amp;quot;Remington 870 CB&amp;quot; in Warface East and &amp;quot;Richmond 870 CB&amp;quot; in Warface West.&lt;br /&gt;
[[file:Remington 870 Express Tactical.jpg|thumb|none|350px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical holding.jpg|thumb|none|600px|Holding our tactical Remington.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical aim.jpg|thumb|none|600px|Aiming through the rather tall iron sights.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical reloading 1.jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical reloading 2.jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical lobby.jpg|thumb|none|300px|Remington 870 Express Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12 in AKU-94 bullpup kit==&lt;br /&gt;
The AKU-94 bullpup kit conversion of the [[Saiga 12]] appears as incorrectly &amp;quot;Saiga-12S&amp;quot; and &amp;quot;PEG Bullpup&amp;quot; in Warface East and West respectively.&lt;br /&gt;
[[file:Saiga-94 bullpup.jpg|thumb|none|350px|Saiga 12 in AKU-94 bullpup kit with EOTech red dot sight - 12 gauge]]&lt;br /&gt;
[[file:Warface Saiga 12 in AKU-94 bullpup kit lobby.jpg|thumb|none|300px|Saiga 12 in AKU-94 bullpup kit in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1216==&lt;br /&gt;
The [[SRM Arms Model 1216]] appears as the &amp;quot;SHG M1217&amp;quot; in Warface West.&lt;br /&gt;
[[file:SRM 1216.jpg|thumb|none|350px|SRM Arms Model 1216 - 12 gauge]]&lt;br /&gt;
[[file:Warface SRM Arms Model 1216 lobby.jpg|thumb|none|300px|SRM Arms Model 1216 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper==&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD/Cobray Street Sweeper]] appears as the &amp;quot;Cobray Striker&amp;quot; in Warface East and simply &amp;quot;Striker&amp;quot; in Warface West. The Warface East name misapplies the Striker name to Cobray, since the Striker name is only used by Armsel.&lt;br /&gt;
[[file:CobrayStreetSweeper.jpg|thumb|none|350px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper holding.jpg|thumb|none|600px|Holding a Street Sweeper variant with a paint job.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper aim.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper reloading 1.jpg|thumb|none|600px|Loading a shell.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper reloading 2.jpg|thumb|none|600px|Pressing the lever.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SWD Cobray Street Sweeper lobby.jpg|thumb|none|300px|SWD/Cobray Street Sweeper in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] is known as &amp;quot;RST-14&amp;quot; in Warface West.&lt;br /&gt;
[[file:UTS-15 Gen2.JPG|thumb|none|350px|UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 holding.jpg|thumb|none|600px|Holding the UTS-15.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 aim.jpg|thumb|none|600px|Aiming the UTS-15.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 reloading 1.jpg|thumb|none|600px|Reloading the UTS-15 is done entirely through the right side.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 lobby.jpg|thumb|none|300px|UTAS UTS-15 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears as the &amp;quot;Johnson 1957&amp;quot; in Warface West.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|350px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] appears as &amp;quot;'''CCR''' Honey Badger in Warface West.&lt;br /&gt;
[[file:AAC honey badger.jpg|thumb|none|350px|AAC Honey Badger - 7.62x35mm]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears &amp;quot;AR-&amp;quot;GAR&amp;quot;&amp;quot; in Warface West.&lt;br /&gt;
[[file:AS Val.jpg|thumb|none|350px|AS Val - 9x39mm]]&lt;br /&gt;
[[file:Warface AS Val nowy holding.jpg|thumb|none|600px|The player holds the &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy aim.jpg|thumb|none|600px|The player aims to &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface AS Val lobby.jpg|thumb|none|300px|AS Val in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] appears as &amp;quot;CCR&amp;quot; in Warface West.&lt;br /&gt;
[[file:Bushmaster-acr-carbine.jpg|thumb|none|350px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Bushmaster ACR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR aim.jpg|thumb|none|600px|The player aims to &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR lobby.jpg|thumb|none|300px|Bushmaster ACR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A customized [[Colt M4A1]] is a starting weapon fir the Rifleman class in the game and appears as &amp;quot;R4A1&amp;quot;.&lt;br /&gt;
[[file:M4A1EOT.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt M4A1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt M4A1 lobby.jpg|thumb|none|300px|Colt M4A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|Colt M16A4]] appears as the &amp;quot;Colt M16A3&amp;quot;.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|350px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt M16A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears in the game as &amp;quot;R4 CQB&amp;quot; in Warface West.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|500px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II, and folding sights - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 holding.jpg|thumb|none|600px|The player holds the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 aim.jpg|thumb|none|600px|The player aims the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 reloading 1.jpg|thumb|none|600px|The player reloads the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 reloading 2.jpg|thumb|none|600px|The player reloads the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 lobby.jpg|thumb|none|300px|Mk 18 Mod 1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1==&lt;br /&gt;
The [[Daewoo K1]] appears as the &amp;quot;GU1&amp;quot;, and uses its Korean military classification as a Submachine Gun.&lt;br /&gt;
[[file:Carbine Daewoo K1.jpg|thumb|none|350px|Daewoo K1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K1 holding.jpg|thumb|none|600px|Holding the Daewoo K1.]]&lt;br /&gt;
[[file:Warface Daewoo K1 aim.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[file:Warface Daewoo K1 reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K1 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Daewoo K1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K1 lobby.jpg|thumb|none|300px|Daewoo K1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]].&lt;br /&gt;
[[file:Daewoo-K2.jpg|thumb|none|350px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K2 lobby.jpg|thumb|none|300px|Daewoo K2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85A2]].&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]].&lt;br /&gt;
[[file:FAMAS-F1.jpg|thumb|none|350px|FAMAS F1 -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FAMAS F1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface FAMAS F1 lobby.jpg|thumb|none|300px|FAMAS F1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FB MSBS-5.56B Radon==&lt;br /&gt;
The [[MSBS Series|FB MSBS-5.56B Radon]].&lt;br /&gt;
[[file:Msbs-5.45B_-_2014.JPG|thumb|none|350px|FB MSBS-5.56B Radon -  5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]].&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|none|350px|FN F2000 Tactical -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical lobby.jpg|thumb|none|300px|FN F2000 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]].&lt;br /&gt;
[[file:FN SCAR PDW (old).jpg|thumb|none|350px|FN SCAR PDW -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FN SCAR PDW holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN SCAR PDW&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]].&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|350px|FN SCAR-H CQC -  7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface FN SCAR-H CQC lobby.jpg|thumb|none|300px|FN SCAR-H CQC in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]]. Appears as the &amp;quot;Z84&amp;quot;.&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch G36C in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KV]].&lt;br /&gt;
[[file:G36K-2.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36KV with intermediate 15.4 inch &amp;quot;CQB&amp;quot; barrel, export compromise carry handle with folding sights, and retractable butt-stock - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KVholding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch G36KV in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Carbine==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8|Heckler &amp;amp; Koch XM8 Carbine]].&lt;br /&gt;
[[file:XM8.JPG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Carbine - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Carbine in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Compact Carbine]]. Mistakenly classified as a sub-machine gun.&lt;br /&gt;
[[file:HK XM8 Compact.JPG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Compact - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL IA2==&lt;br /&gt;
The [[FAL#IMBEL IA2|IMBEL IA2]].&lt;br /&gt;
[[file:Imbel ia2.jpg|thumb|none|350px|IMBEL IA2 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMBEL IA2 lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil 7.62==&lt;br /&gt;
The [[Galil#Galil 7.62|IMI Galil 7.62]].&lt;br /&gt;
[[file:Galilarm-05.jpg|thumb|none|350px|IMI Galil 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Galil 7.62 holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Galil ARM lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|Tavor CTAR-21]] appears as the &amp;quot;Karkom SMG&amp;quot;. It is incorrectly classified as a submachine gun by the game and, as such, is available to Engineer rather than Rifleman.&lt;br /&gt;
[[file:IMI CTAR-21 Tavor.jpg|thumb|none|350px|IMI Tavor CTAR-21 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Tavor TAR-21|IMI Tavor TAR-21]]. Appears as the &amp;quot;Karkom&amp;quot; in Warface West and &amp;quot;Tavor TAR-21&amp;quot; in Warface East.&lt;br /&gt;
[[file:Tavor-tar.jpg|thumb|none|350px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 lobby.jpg|thumb|none|300px|IMI Tavor TAR-21 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-9==&lt;br /&gt;
The [[AK-9|Izhmash AK-9]] appears as &amp;quot;FY-9&amp;quot; in Warface West. Unlike other 9x39 assault rifle, AS &amp;quot;VAL&amp;quot;, AK-9 is used by the Engineer rather than Rifleman. Interestingly enough, &amp;quot;FY&amp;quot; name was also used in Crysis games for the AK-type rifle.&lt;br /&gt;
[[file:Ak-9.jpg|thumb|none|350px|Izhmash AK-9 with suppressor - 9x39mm]]&lt;br /&gt;
[[file:Warface AK-9 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash AK-9 lobby.jpg|thumb|none|300px|Izhmash AK-9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-103==&lt;br /&gt;
The [[AK-47#AK-103|Izhmash AK-103]] appears as the &amp;quot;FY-103&amp;quot; in Warface West.&lt;br /&gt;
[[file:AK103.jpg‎|thumb|none|350px|Izhmash AK-103 - 7.62x39mm]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 Custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 lobby.jpg|thumb|none|300px|Izhmash AK-103 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AK-47#AKM|Izhmash AKM]].&lt;br /&gt;
[[file:AKMRifle.jpg‎|thumb|none|350px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
A slightly modified [[Norinco QBZ-97]] appears as the &amp;quot;T27&amp;quot; in Warface West and &amp;quot;Type 97&amp;quot; in Warface East.&lt;br /&gt;
[[file:QBZ97A.jpg|thumb|none|350px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Norinco QBZ-95 lobby.jpg|thumb|none|300px|Norinco QBZ-97 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR-E==&lt;br /&gt;
The [[Remington ACR|Remington ACR-E]].&lt;br /&gt;
[[file:ACR-E.jpg|thumb|none|350px|Remington ACR-E with 10.5-inch barrel and folding stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 551==&lt;br /&gt;
The [[SIG SG 551]].&lt;br /&gt;
[[file:Sig-551.jpg|thumb|none|350px|SIG SG 551 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface SIG SG 551 holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 551 lobby.jpg|thumb|none|300px|SIG SG 551 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]]&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|none|350px|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface SIG SG 552 holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 552 lobby.jpg|thumb|none|300px|SIG SG 552 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]].&lt;br /&gt;
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 Custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 lobby.jpg|thumb|none|300px|Steyr AUG A3 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 with HBAR barrel==&lt;br /&gt;
The [[Steyr AUG A3]] appears with a long HBAR-style barrel as the &amp;quot;AUG A3 HBAR&amp;quot;.&lt;br /&gt;
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|400px|Steyr AUG HBAR - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR lobby.jpg|thumb|none|300px|Steyr AUG HBAR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]].&lt;br /&gt;
[[file:Sturmgewehr 44.jpg|thumb|none|350px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 holding 1.jpg|thumb|none|600px|The player holds the &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 holding 2.jpg|thumb|none|600px|The player holds the &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 custom 1.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 custom 2.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 lobby.jpg|thumb|none|300px|Sturmgewehr 44 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt Model 950 LMG==&lt;br /&gt;
The [[Colt_Model_950_LMG#Diemaco.2FColt_Canada_C7.2FC7A1_LSW|Colt Model 950 LMG]]. Appears as the &amp;quot;M16A2 LMG&amp;quot;.&lt;br /&gt;
[[file:Model 950 C7A1 LSW.jpg|thumb|none|350px|Diemaco C7A1 LSW/Colt Model 950 LMG - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG lobby.jpg|thumb|none|300px|Colt Model 950 LMG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K3==&lt;br /&gt;
The [[Daewoo K3]] appears as the &amp;quot;GU3&amp;quot; in Warface West, consistent with the (re)naming of other Daewoo weapons.&lt;br /&gt;
[[file:Korean Pig.jpg|thumb|none|350px|Daewoo K3 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;GU3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K3 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K3 reloading 1.jpg|thumb|none|600px|Reloading the Daewoo K3.]]&lt;br /&gt;
[[file:Warface Daewoo K3 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Daewoo K3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K3 lobby.jpg|thumb|none|300px|Daewoo K3 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The FN [[M240B]] appears as the &amp;quot;LMG240&amp;quot; in Warface West and &amp;quot;M240B&amp;quot; in other versions. Originally it was the only weapon that didn't have standard version and was available only in Elite (Crown) version. Now it is exclusive for the &amp;quot;Battle Royale&amp;quot; game mode.&lt;br /&gt;
[[file:M240-1.jpg|thumb|none|350px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 PARA==&lt;br /&gt;
The [[M249|FN M249 PARA]].&lt;br /&gt;
[[file:Fn mg m249para11-1-.jpg|thumb|none|350px|FN M249 PARA - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface FN M249 PARA holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN M249 PARA&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN M249 PARA aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN M249 PARA&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN M249 PARA custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4KE==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4|Heckler &amp;amp; Koch MG4KE]].&lt;br /&gt;
[[file:MG4KE.jpg|thumb|none|350px|Heckler &amp;amp; Koch MG4KE - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MG4KE in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
A hybrid of the [[Heckler &amp;amp; Koch G36]] with the G36C carrying handle and a C-Mag is misnamed &amp;quot;H&amp;amp;K MG36&amp;quot; in Warface East. MG36 was an abandoned variant of the G36, which was even mentioned in the translated Warface East item description, except that the depicted weapon is not the MG36 since the carrying handle is from the G36C. Warface West just calls it a &amp;quot;ZX84 MG&amp;quot;, circumventing the whole &amp;quot;portraying real weapons with real names&amp;quot; mess.&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|400px|none|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|400px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 holding.jpg|thumb|none|600px|Holding the 100-round G36.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 aim.jpg|thumb|none|600px|Aiming through the sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 reloading 1.jpg|thumb|none|600px|Reloading a new C-Mag.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 lobby.jpg|thumb|none|300px|&amp;quot;Heckler &amp;amp; Koch MG36&amp;quot; in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Automatic Rifle==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[file:XM8LMG.jpg|thumb|none|350px|Heckler &amp;amp; Koch XM8 Automatic Rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Automatic Rifle lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Automatic Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]].&lt;br /&gt;
[[file:M60E4 large.jpg|thumb|none|350px|M60E4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface M60E4 lobby.jpg|thumb|none|300px|M60E4 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Molot RPK==&lt;br /&gt;
The Molot [[RPK]].&lt;br /&gt;
[[file:Rpk_01_drum.jpg|thumb|none|350px|Molot RPK - 7.62x39mm]]&lt;br /&gt;
[[file:Warface Izhmash RPK holding.jpg|thumb|none|600px|The player holds the &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK aim.jpg|thumb|none|600px|The player aims to &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash RPK lobby.jpg|thumb|none|300px|Molot RPK in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]].&lt;br /&gt;
[[file:Pecheneg.jpg|thumb|none|350px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MG3==&lt;br /&gt;
The [[Rheinmetall MG3]].&lt;br /&gt;
[[file:MG 3.jpg|thumb|none|350px|Rheinmetall MG3 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]].&lt;br /&gt;
[[file:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|350px|Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface AWM holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface AWM lobby.jpg|thumb|none|300px|Accuracy International Arctic Warfare Magnum in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AS50==&lt;br /&gt;
The [[Accuracy International AS50]].&lt;br /&gt;
[[file:As50sr.jpg|thumb|none|350px|Accuracy International AS50 - .50 BMG]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 lobby.jpg|thumb|none|300px|Accuracy International AS50 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AX308==&lt;br /&gt;
The [[Accuracy International AX308]].&lt;br /&gt;
[[file:AI AX.jpg|thumb|none|350px|Accuracy International AX308 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The [[Barrett Model 98 Bravo]].&lt;br /&gt;
[[file:0129481.jpg|thumb|none|350px|Barrett M98B - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo holding.jpg|thumb|none|600px|The player holds the &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo lobby.jpg|thumb|none|300px|Barrett M98 Bravo in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]].&lt;br /&gt;
[[file:Berrett M107.jpg|thumb|none|350px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[file:Warface Barrett M107 lobby.jpg|thumb|none|300px|Barrett M107 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]].&lt;br /&gt;
[[file:M200-tan.jpg|thumb|none|350px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention holding.jpg|thumb|none|600px|The player holds the &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention lobby.jpg|thumb|none|300px|Cheyenne Tactical M-200 Intervention in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Mk. 12 Mod 0 SPR==&lt;br /&gt;
The [[Mk 12 Special Purpose Rifle|Colt Mk. 12 Mod 0 SPR]].&lt;br /&gt;
[[file:Mk12Mod0.jpg|thumb|none|350px|Colt Mk. 12 Mod 0 SPR - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR lobby.jpg|thumb|none|300px|Colt Mk. 12 Mod 0 SPR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Special Purpose Rifle==&lt;br /&gt;
The [[FN FAL#DSA SA58 Special Purpose Rifle|DSA SA58 Special Purpose Rifle]].&lt;br /&gt;
[[file:DSA SA58 SPR.jpg|thumb|none|350px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==DSR-Precision DSR-1==&lt;br /&gt;
The [[DSR-Precision DSR-1]].&lt;br /&gt;
[[file:Dsr1.jpg|thumb|none|350px|DSR-Precision DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface DSR-Precision DSR-1 lobby.jpg|thumb|none|300px|DSR-Precision DSR-1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-6]].&lt;br /&gt;
[[file:SL8-1 newModel.jpg|thumb|none|350px|Heckler &amp;amp; Koch SL8-6 Commercial rifle - 5.56x45mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-6 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch SL8-6 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Sharpshooter Rifle==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Sharpshooter Rifle]]. Appears as the &amp;quot;ACR7 SNR&amp;quot;.&lt;br /&gt;
[[file:XM8 Sharpshooter.PNG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Sniper Tavor STAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Sniper Tavor STAR-21|IMI Sniper Tavor STAR-21]]. There are two versions of the STAR-21 in the game. The first one is a fully automatic &amp;quot;Karkom SNR&amp;quot; which uses black body finish and was removed from the shop in all versions of the game. The second one is a semi-automatic &amp;quot;Karkom SNR Navy Blue&amp;quot; which, obviously, has navy blue body finish and is currently available for the in-game currency after unlocking.&lt;br /&gt;
[[file:Tavorstar.jpg|thumb|none|350px|IMI Sniper Tavor STAR-21 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMI Sniper Tavor STAR-21 lobby.jpg|thumb|none|300px|IMI Sniper Tavor STAR-21 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The Izhmash [[SVD Dragunov]] is a starting weapon for the Sniper class and appears the &amp;quot;SVK&amp;quot; in Warface West.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|350px|Izhmash SVD Dragunov - 7.62x54mm R.]]&lt;br /&gt;
[[file:Warface SVD Dragunov holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Warface SVD Dragunov lobby.jpg|thumb|none|300px|Izhmash SVD Dragunov in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==KBP OTs-03 SVU-AS Dragunov==&lt;br /&gt;
The KBP OTs-03 [[SVU Dragunov]] appears as the &amp;quot;SVK-AS&amp;quot; in Warface West. It is one of four fully-automatic sniper rifles in game. It holds incorrect 15 (20 for the Golden version) rounds in standard 10-round magazine. Unlike on many other sniper rifles with built-in bipods, you can actually (un)fold SVU's bipod through the customization menu.&lt;br /&gt;
&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|350px|KBP OTs-03 SVU Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==M39 Enhanced Marksman Rifle==&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle]].&lt;br /&gt;
[[file:M-39EMR.jpg|thumb|none|350px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface M39 Enhanced Marksman Rifle lobby.jpg|thumb|none|300px|M39 Enhanced Marksman Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle==&lt;br /&gt;
The [[M40A5 Sniper Rifle]].&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|350px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Remington M40A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington M40A3 lobby.jpg|thumb|none|300px|M40A5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Masada SPR==&lt;br /&gt;
The [[Magpul Masada|Magpul Masada SPR]].&lt;br /&gt;
[[file:Masada-3.jpg|thumb|none|350px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR lobby.jpg|thumb|none|300px|Magpul Masada SPR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan CS5==&lt;br /&gt;
The [[McMillan CS5]].&lt;br /&gt;
[[file:CS5.jpg|thumb|none|350px|McMillan CS5 - .308 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
The Norinco [[QBU-88]].&lt;br /&gt;
[[file:Qbu-88-0.jpg|thumb|none|350px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 lobby.jpg|thumb|none|300px|Norinco QBU-88 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==ORSIS T-5000==&lt;br /&gt;
The [[ORSIS T-5000]].&lt;br /&gt;
[[File:ORSIS T-5000.jpg|thumb|none|350px|ORSIS T-5000 - .308 Winchester]]&lt;br /&gt;
[[file:Warface ORholdingSIS T-5000.jpg|thumb|none|600px|The player holds the &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 lobby.jpg|thumb|none|300px|ORSIS T-5000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington RSASS==&lt;br /&gt;
The [[Remington RSASS]].&lt;br /&gt;
[[file:RSASS alt.jpg|thumb|none|350px|Remington RSASS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 550 SR==&lt;br /&gt;
The [[SIG SG 550 SR]].&lt;br /&gt;
[[file:550sniper.jpg|thumb|none|350px|SIG SG 550 SR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR lobby.jpg|thumb|none|300px|SIG SG 550 SR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
The [[Steyr Scout]].&lt;br /&gt;
[[file:Scout.jpg|thumb|none|350px|Steyr Scout - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Unique Alpine TPG-1==&lt;br /&gt;
The [[Unique Alpine TPG-1]].&lt;br /&gt;
[[file:TPG1.jpg|thumb|none|350px|Unique Alpine TPG-1 - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 holding.jpg|thumb|none|600px| The player holds the &amp;quot;Unique Alpine TPG-1&amp;quot;..]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 reloading 1.jpg|thumb|none|600px| The player reloads &amp;quot;Unique Alpine TPG-1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 reloading 2.jpg|thumb|none|600px| The player reloads &amp;quot;Unique Alpine TPG-1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 custom.jpg|thumb|none|600px| Customization menu.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 lobby.jpg|thumb|none|300px|Unique Alpine TPG-1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]].&lt;br /&gt;
[[file:Vss1.jpg|thumb|none|350px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[file:Warface VSS Vintorez holding.jpg|thumb|none|600px|The player holds the &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface VSS Vintorez lobby.jpg|thumb|none|300px|VSS Vintorez in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]].&lt;br /&gt;
[[file:Walther-WA2000.jpg|thumb|none|350px|Walther WA 2000 - .300 Winchester]]&lt;br /&gt;
[[file:Warface Walther WA 2000 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 lobby.jpg|thumb|none|300px|Walther WA 2000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN EGLM==&lt;br /&gt;
The [[FN EGLM]]&lt;br /&gt;
[[file:Mk13.jpg|thumb|none|350px|FN EGLM - 40mm]]&lt;br /&gt;
[[file:Warface FN EGLM.jpg|thumb|600px|none|FN EGLM in game.]]&lt;br /&gt;
&lt;br /&gt;
==SA-18 Grouse==&lt;br /&gt;
The [[SA-18 Grouse]] appears in the game's PVE missions. It is incorrectly referred to as the SA-16 (actually a later version despite what the NATO reporting name would suggest) however that features a conical seeker cover, as oppsoed to the cylindrical SA-18 cover used on the game model.&lt;br /&gt;
[[file:Igla 191.jpg|thumb|none|350px|SA-18 Grouse launcher and missile - 72mm]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 1.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 2.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 3.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==Anti-personnel mine==&lt;br /&gt;
[[file:Warface mine 1.jpg|thumb|none|600px|Anti-personnel mine in game.]]&lt;br /&gt;
[[file:Warface mine 2.jpg|thumb|none|600px|Anti-personnel mine in game.]]&lt;br /&gt;
&lt;br /&gt;
==Flashbang grenade==&lt;br /&gt;
[[file:Warface flashbang 1.jpg|thumb|none|600px|Flashbang grenade in game.]]&lt;br /&gt;
[[file:Warface flashbang 2.jpg|thumb|none|600px|Flashbang grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Four types of [[M18 smoke grenade]] can be found in-game. White, Blue, Red, and Yellow.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 1.jpg|thumb|600px|none|Yellow M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 2.jpg|thumb|600px|none|Blue M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 3.jpg|thumb|600px|none|Throwing a blue smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The &amp;quot;M18 Claymore&amp;quot; (named &amp;quot;R18 Claymore&amp;quot; in Warface West, referred as &amp;quot;R18A1 Claymore&amp;quot; in Warface West description, also referred as simply &amp;quot;Directional Mine&amp;quot; in some places) is actually an [[M18A1 Claymore]] due to its scissor-legs. It is triggered by lasers.&lt;br /&gt;
[[file:M18a1 07.jpg|thumb|none|150px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[file:Warface M18A1 Claymoree 1.jpg|thumb|none|600px|Holding a Claymore in game.]]&lt;br /&gt;
[[file:Warface M18A1 Claymoree 2.jpg|thumb|none|600px|A planted Claymore.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
The [[M26 hand grenade]].&lt;br /&gt;
[[file:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[file:Warface M26 hand grenade 1.jpg|thumb|none|600px|M26 hand grenade in game.]]&lt;br /&gt;
[[file:Warface M26 hand grenade 2.jpg|thumb|none|600px|M26 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warface&amp;diff=1189052</id>
		<title>Warface</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warface&amp;diff=1189052"/>
		<updated>2018-06-05T12:10:56Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: Mentioned weapon name Update for WF West&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Warface&lt;br /&gt;
|picture = WF 000.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Crytek Studios&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Nexon Inc.&lt;br /&gt;
|genre=Online first-person shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Warface''''' is a free-2-play first-person shooter for the PC developed by Crytek. The game is split into 2 versions: Warface East (the Russian version) and Warface West (the Western version, AKA America and Europe). Warface East gives to most of weapons their proper names, and Warface West gives weapons fictional names, due to copyright. Despite this, some weapons in Warface West have names that are true to their real-life counterparts. The same goes for some weapons and their textures. In beta stage, Warface East used the same names for weapons as West.&lt;br /&gt;
&lt;br /&gt;
For notability's sake, only the Warface West names will be pointed out as the in-game names on this page (and elsewhere on the site). A list of weapon name differences between Warface East and West can be found [http://warface.wikia.com/wiki/Weapon_Name_Differences here]. As of '''June 5th, 2018''', My.com, the game's current publisher, has updated all of Warface West's weapon names to be accurate to their real-life counterparts, like in the East version.&lt;br /&gt;
&lt;br /&gt;
Somewhat like ''Battlefield'', there are four classes in the game, each using a different class of weapons. Rifleman uses Assault Rifles and Machine Guns, Medic uses Shotguns, Engineer uses SMGs, and Sniper uses Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
Much like other Cry Engine games, the weapons can be customized on the fly.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Warface'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Introduction=&lt;br /&gt;
Almost everything in this game can be obtained with the help of three types of currency: Warface Money (also known as Warbucks in Warface East), Kredits (can be bought with real money) and Crowns (can be obtained through completing PvE missions). Most of the weapons, equipment and attachments must be unlocked through the Vendors system in order to be used. They are usually divided into 3 types of rarity: Common, Rare and Ultra Rare. In addition to this, also exists the 4th type of rarity for the Weapons: Legendary. Legendary weapons usually have unique weapon attachments which are not available on other weapons and don't require unlocking. Some Kredit weapons also have unique weapon attachments.&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears as the &amp;quot;M93R&amp;quot;&lt;br /&gt;
[[file:Beretta M93.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[file:Warface Beretta 93R holding.jpg|thumb|none|600px|The player character holds the Beretta M93R.]]&lt;br /&gt;
[[file:Warface Beretta 93R aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Beretta 93R reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Beretta 93R reloading 2.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
[[file:Warface Beretta 93R custom.jpg|thumb|none|600px|Customizing the gun.]]&lt;br /&gt;
[[file:Warface Beretta 93R lobby.jpg|thumb|none|300px|Beretta 93R in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears as the &amp;quot;MD9&amp;quot;.&lt;br /&gt;
[[file:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[file:Warface Beretta M9 holding.jpg|thumb|none|600px|Holding the the Beretta M9.]]&lt;br /&gt;
[[file:Warface Beretta M9 aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Beretta M9 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:Warface Beretta M9 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Beretta M9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Beretta M9 lobby.jpg|thumb|none|300px|Beretta M9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power|Browning Hi-Power Mark III]] appears as the &amp;quot;High Power Pistol&amp;quot;, developed by &amp;quot;John &amp;lt;strike&amp;gt;Brown&amp;lt;/strike&amp;gt; '''Red'''ling&amp;quot; in Warface West.&lt;br /&gt;
[[file:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III holding.jpg|thumb|none|600px|The Browning Hi-Power in first person.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III reloading 1.jpg|thumb|none|600px|The reload animation is pretty bizarre. The player character starts by pulling back the slide, then manually engages the slide release before swapping mags and dropping the slide.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III reloading 2.jpg|thumb|none|600px|Swapping the magazines. A reminder that this comes after pulling back the slide.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III custom.jpg|thumb|none|600px|Customization menu; note the target sights.]]&lt;br /&gt;
[[file:Warface Browning Hi-Power Mark III lobby.jpg|thumb|none|300px|Browning Hi-Power Mark III in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
The [[Chiappa Rhino 60DS]] appears as the &amp;quot;Abada 266mm&amp;quot;.&lt;br /&gt;
[[file:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 60DS (6&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica holding.jpg|thumb|none|600px|Holding the Chiappa Rhino 60DS.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica aim.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica reloading 1.jpg|thumb|none|600px|Dumping out the rounds during reloading.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6 Unica reloading 2.jpg|thumb|none|600px|New rounds are loaded individually.]]&lt;br /&gt;
[[file:Warcafe Mateba Model 6Unica custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Chiappa Rhino 60DS lobby.jpg|thumb|none|300px|Chiappa Rhino 60DS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]].&lt;br /&gt;
[[file:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[file:Warface Colt Python lobby.jpg|thumb|none|300px|Colt Python in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] appears as the &amp;quot;WX-86&amp;quot; in Warface West.&lt;br /&gt;
[[file:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K5==&lt;br /&gt;
The [[Daewoo K5]] appears as the &amp;quot;GU5&amp;quot;. According to the in-game description, it is made by &amp;quot;Global Universe Precision Industries&amp;quot; of South Korea, &lt;br /&gt;
[[file:DaewooDP51.jpg|thumb|none|350px|Daewoo K5 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd holding.jpg|thumb|none|600px|Holding the Daewoo K5.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K5 hd lobby.jpg|thumb|none|300px|Daewoo K5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] with under-barrel accessory rail and compensator cuts on the barrel appears as the &amp;quot;Eagle Eye&amp;quot;. Bizarrely, the weapon is depicted incorrectly as being DAO; considering the similarly SAO Browning is ''not'' this seems especially odd.&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX holding.jpg|thumb|none|600px|The Desert Eagle in first person. This particular one has a paint job applied.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX reloading 2.jpg|thumb|none|600px|Pulling the slide back.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Desert Eagle Mark XIX lobby.jpg|thumb|none|300px|Desert Eagle Mark XIX in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN USG==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN USG]] appears as the &amp;quot;P-57&amp;quot;.&lt;br /&gt;
[[file:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN USG - 5.7x28mm]]&lt;br /&gt;
[[file:Warface FN Five-seveN USG lobby.jpg|thumb|none|300px|FN Five-seveN USG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18C]] appears as the &amp;quot;S18G&amp;quot;, &amp;quot;a variation of the S17G&amp;quot; as described by the weapon description.&lt;br /&gt;
[[file:Glock 18C.jpg|thumb|none|350px|Glock 18C - 9x19mm]]&lt;br /&gt;
[[file:Warface Glock 18 holding.jpg|thumb|none|600px|Holding a Glock 18C with a cosmetic finish.]]&lt;br /&gt;
[[file:Warface Glock 18 aim.jpg|thumb|none|600px|Taking aim.]]&lt;br /&gt;
[[file:Warface Glock 18 reloading 1.jpg|thumb|none|600px|Reloading the Glock.]]&lt;br /&gt;
[[file:Warface Glock 18 reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Glock 18 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Glock 18 lobby.jpg|thumb|none|300px|Glock 18 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] is purchasable from the Warface shop. It appears as the &amp;quot;ZX84 USP&amp;quot; in Warface West. Rather confusingly, the &amp;quot;ZX84&amp;quot; name is applied to a lot of other H&amp;amp;K guns in the game, be it SMGs, machine guns, assault rifles, or sniper rifles, all called &amp;quot;ZX84&amp;quot; as if H&amp;amp;K became an edgy cyberpunk megacorporation with numbers in its name. It has a 13-round magazine, meaning it is the .40 S&amp;amp;W version, and a custom optic mount that is so ridiculously low to the slide that it's barely visible while aiming. The rear sights are blank and the front sight has a green tritium dot. The mount grants usage of 2 optics for primary weapons, making it the only pistol that can do so. In addition, the full array of &amp;quot;Muzzle&amp;quot; attachments for secondaries is available.&lt;br /&gt;
[[file:H&amp;amp;KUSP40.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP in first person.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming down the USP's iron sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch USP lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is known as the &amp;quot;Bellum&amp;quot; in Warface West, one word from the phrase &amp;quot;Si vis pacem, para bellum&amp;quot; from which the 9x19mm Parabellum got its name.&lt;br /&gt;
[[file:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Magnum Research Micro Eagle==&lt;br /&gt;
The Micro Desert Eagle appears as the &amp;quot;Pink Micro Eagle Eye&amp;quot; in Warface West. It is currently the only weapon that doesn't have standard version.&lt;br /&gt;
&lt;br /&gt;
[[File:MicroDE.jpg|thumb|none|350px|Magnum Research Micro Eagle - .380 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MasterPiece Arms MPA930DMG==&lt;br /&gt;
Appears almost correctly as the &amp;quot;WPA 039 GMD&amp;quot; in Warface West. As a Legendary weapon, it features a unique suppressor that isn't available on any other sidearm.&lt;br /&gt;
&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|350px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
A [[Mateba Model 6 Unica]] with a 6 inch barrel and a muzzle brake appears as the &amp;quot;HEX Autorevolver&amp;quot;, with &amp;quot;HEX&amp;quot; referring to its hexagonal cylinder according to the in-game description.&lt;br /&gt;
[[Image:Pistol Italian Mateba Unica in .44 Rem. Mag. with muzzle break.jpg|thumb|none|350px|Mateba Model 6 Unica, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica holding.jpg|thumb|none|600px|Holding the Mateba Autorevolver.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica reloading 1.jpg|thumb|none|600px|Ejecting the rounds.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica reloading 2.jpg|thumb|none|600px|Loading new rounds.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Mateba 6 Unica lobby.jpg|thumb|none|300px|Mateba Model 6 Unica in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] is known as &amp;quot;Shark-443&amp;quot; in Warface West and &amp;quot;PYa&amp;quot; in Warface East.&lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant M1895]]. Appears simply as &amp;quot;M1895&amp;quot; in Warface West.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 - 7.62x38N]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The [[Norinco QSZ-92]] is known as the &amp;quot;Q-92&amp;quot; in Warface West.&lt;br /&gt;
[[File:QSZ-92.jpg|thumb|none|350px|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
A [[SIG-Sauer P226R]] coming with extended magazine, suppressor and weapon sight by default appears as the &amp;quot;AY 226&amp;quot;.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 M&amp;amp;P R8==&lt;br /&gt;
Appears as the &amp;quot;S&amp;amp;W M&amp;amp;P R8&amp;quot; in Warface East. It has the largest magazine among revolvers and features a unique Leupold DeltaPoint red dot sight.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Loaded 1911==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]] appears as the &amp;quot;R1911D1&amp;quot; in Warface West, and &amp;quot;M1911A1&amp;quot; in Warface East.&lt;br /&gt;
[[file:SA_loaded_m1911.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 holding.jpg|thumb|none|600px|Holding the SW1911.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Smith &amp;amp; Wesson SW1911 lobby.jpg|thumb|none|300px|Smith &amp;amp; Wesson SW1911 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Stechkin APS==&lt;br /&gt;
The [[Stechkin APS]] appears as the &amp;quot;STCC&amp;quot; in Warface West.&lt;br /&gt;
[[file:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg‎|thumb|none|350px|Stechkin APS - 9x18mm Makarov.]]&lt;br /&gt;
[[file:Warface APSholding.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[file:Warface APS aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface APS reloading 1.jpg|thumb|none|600px|Reloading the APS.]]&lt;br /&gt;
[[file:Warface APS reloading 2.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Warface APS custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface APS lobby.jpg|thumb|none|300px|Stechkin APS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M9-A1==&lt;br /&gt;
The [[Steyr M9-A1]] appears under the rather simple name &amp;quot;M9A1&amp;quot; in Warface West.&lt;br /&gt;
[[file:SteyrM9A1.jpg|thumb|none|350px|Steyr M9-A1 - 9x19mm]]&lt;br /&gt;
[[file:Warface Steyr M9A1 holding.jpg|thumb|none|600px|Holding the M9-A1.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 reloading 2.jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr M9A1 lobby.jpg|thumb|none|300px|Steyr M9-A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P99==&lt;br /&gt;
The [[Walther P99]] appears as the &amp;quot;Otto W77&amp;quot;.&lt;br /&gt;
[[file:Walther-P99-Pistol.jpg|thumb|none|350px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[file:Warface Walther P99 holding.jpg|thumb|none|600px|The player character holds the Walther P99.]]&lt;br /&gt;
[[file:Warface Walther P99 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Walther P99 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Walther P99 reloading 2.jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[file:Warface Walther P99 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Walther P99 lobby.jpg|thumb|none|300px|Walther P99 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] appears under its real name, though Warface West omits Beretta from the name.&lt;br /&gt;
[[file:Beretta Mx4 Storm.jpg|thumb|none|350px|Beretta Mx4 Storm - 9x19mm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm holding.jpg|thumb|none|600px|Holding the Mx4 Storm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm reloading 1.jpg|thumb|none|600px|Loading in a new mag of 9x19mm.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm reloading 2.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Beretta Mx4 Storm lobby.jpg|thumb|none|300px|Beretta Mx4 Storm in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] appears as the &amp;quot;MT-19&amp;quot;, and is manufactured by &amp;quot;Defensive Arms of Australia&amp;quot; according to its in-game description.&lt;br /&gt;
[[file:Mp9tmp.jpg|thumb|none|350px|Brügger &amp;amp; Thomet MP9 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 holding.jpg|thumb|none|600px|Holding the MP9.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 aim.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 reloading 2.jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Brügger &amp;amp; Thomet MP9 lobby.jpg|thumb|none|300px|Brügger &amp;amp; Thomet MP9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M950==&lt;br /&gt;
The [[Calico M950]] appears in the game, named &amp;quot;M900&amp;quot; and manufactured by &amp;quot;Howard Light Weapon Systems&amp;quot; according to the weapon description. It incorrectly fires in 3-round bursts.&lt;br /&gt;
[[file:CalicoM950.jpg|thumb|none|350px|Calico M950 - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M950 lobby.jpg|thumb|none|300px|Calico M950 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M955A==&lt;br /&gt;
The [[Calico M955A]] with a brown coloration appears as the &amp;quot;M95AR&amp;quot; in Warface West, and is a Rifleman primary weapon. The Warface West description also calls it the &amp;quot;M9551&amp;quot;, and also says that it is a semi-automatic rifle (the same mistake can be seen in Warface East) despite it not being one even in gameplay.&lt;br /&gt;
[[file:CalicoM955A.jpg|thumb|none|350px|Calico M955A - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M955A holding.jpg|thumb|none|600px|Holding the Calico M955A. Note the 50-round capacity in a 100-round modeled magazine.]]&lt;br /&gt;
[[file:Warface Calico M955A aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface Calico M955A reloading 1.jpg|thumb|none|600px|Swapping mags.]]&lt;br /&gt;
[[file:Warface Calico M955A reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Calico M955A custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Calico M955A lobby.jpg|thumb|none|300px|Calico M955A in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M960A==&lt;br /&gt;
The [[Calico M960A]] appears as the &amp;quot;M99AS&amp;quot;.&lt;br /&gt;
[[file:Calico960a.jpg|thumb|none|350px|Calico M960A - 9x19mm.]]&lt;br /&gt;
[[file:Warface Calico M960A lobby.jpg|thumb|none|300px|Calico M960A in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
A rail-equipped [[Daewoo K7]] is an available submachine gun, named the &amp;quot;GU7&amp;quot; in Warface West, consistent with the renaming of the Daewoo K5 as the &amp;quot;GU5&amp;quot;.&lt;br /&gt;
[[file:Daewoo K7 red dot scope.jpg|thumb|none|350px|Daewoo K7 with an optic rail and a C-More Railway Series red dot sight - 9x19mm.]]&lt;br /&gt;
[[file:Warface Daewoo K7 holding.jpg|thumb|none|600px|The K7 in the firing range.]]&lt;br /&gt;
[[file:Warface Daewoo K7 aim.jpg|thumb|none|600px|Ironsights.]]&lt;br /&gt;
[[file:Warface Daewoo K7reloading 1.jpg|thumb|none|600px|Reloading the K7.]]&lt;br /&gt;
[[file:Warface Daewoo K7 reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[file:Warface Daewoo K7 custom.jpg|thumb|none|600px|Holding the K7 with the customization menu hidden.]]&lt;br /&gt;
[[file:Warface Daewoo K7 lobby.jpg|thumb|none|300px|The K7 in the hands of the player's character.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 Tactical==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 Tactical]] is a submachine gun in ''Warface'', appearing as the &amp;quot;PDW 19&amp;quot; in Warface West.&lt;br /&gt;
[[file:P90 tact d 500px.jpg|thumb|none|350px|FN P90 Tactical - 5.7x28mm]]&lt;br /&gt;
[[file:Warface FN P90TR Lobby.jpg|thumb|none|300px|FN P90 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears as the &amp;quot;H&amp;amp;K MP5&amp;quot; in Warface East and as the &amp;quot;ZX84 SMG&amp;quot; in Warface West, made by &amp;quot;Zettler &amp;amp; Melz GmbH&amp;quot; according to the description. It is the default weapon for the Engineer Class. The in-game model features a Choate side-folding stock and railed forend. It can be customized with 2 optics, a generic foregrip, and 2 suppressors: one generic and the other SMG-specific.&lt;br /&gt;
[[file:MP5KAC.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A5 with PDW stock and KAC railed forend - 9x19mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 holding.jpg|thumb|none|600px|Idle with the MP5A5.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Note that the animation appears to be glitched, and so the player character is stroking the 9 o'clock rail rather than pulling the charging lever.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP5A5 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP5A5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
A heavily customized MP5A3 with Navy trigger group is a Legendary Vendor weapon that incorrectly appears in every version of the game as the A5 variant, that is reflected in weapon's names: &amp;quot;ZX84 '''A5''' Custom&amp;quot; in Western version and &amp;quot;HK MP5A5 Custom&amp;quot; in every other. It features color scheme similar to the RAL8000, custom flash hider, Spuhr railed forend, aftermarket charging handle and AR-15 stock adapter with installed Strike Industries Viper Mod-1 stock. It is compatible with every attachement available for the Engineer class. As the Legendary weapon, it also features a unique attachment, RAMBO SP-6 1x66 sight.&lt;br /&gt;
[[file:Hk-mp5n.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5-N with Navy trigger group and threaded muzzle - 9x19mm.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] appears as the &amp;quot;MM28&amp;quot; in Warface West, and is still made by &amp;quot;Zettler &amp;amp; Melz GmbH&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K MP71A1.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|Holding the MP7A1.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming down the flipped down iron sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Replacing the magazine...]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|...And pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MP7A1 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP7A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;ZX84 UMP&amp;quot;.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45ACP.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|Holding a UMP45 with a skin.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|And charging.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch UMP45 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch UMP45 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini UZI==&lt;br /&gt;
The [[Mini Uzi]] is an available weapon, named &amp;quot;Micro Oren&amp;quot; in Warface West, which is &amp;quot;the smaller variant of the Oren SMG&amp;quot;. Oren by the way is a Jewish name.&lt;br /&gt;
[[file:Imi-mini-uzi.jpg|thumb|none|350px|IMI Mini UZI - 9x19mm]]&lt;br /&gt;
[[file:Warface IMI Micro UZI lobby.jpg|thumb|none|300px|IMI Mini UZI in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|Izhmash PP-19 Bizon-2]] with custom side-mounted rails appears as the &amp;quot;Smg-19 Wisent&amp;quot;, wisent being a name for European bison.&lt;br /&gt;
[[file:Bizon9x18.jpg|thumb|none|350px|Izhmash PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon holding.jpg|thumb|none|600px|The player character holds the &amp;quot;Smg-19 Wisent&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon reloading 1.jpg|thumb|none|600px|Reloading the helical magazine.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon reloading 2.jpg|thumb|none|600px|Charging the weapon with the dominant hand.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash PP-19 Bizon lobby.jpg|thumb|none|300px|Izhmash PP-19 Bizon-2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe JS 9mm==&lt;br /&gt;
The [[QCW-05#Jianshe JS 9mm|Jianshe JS 9mm]] is an available weapon, named &amp;quot;Ch 9mm&amp;quot; in Warface West. Its weapon description states that it is made by &amp;quot;Saluen Group Corporation&amp;quot; as an export version of the &amp;quot;CCW-05.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is modeled with a right-handed only charging handle (as in the left side is completely flat with no slit as a charging handle option), which is the feature of an early prototype version of the weapon showcased by Jianshe. More weirdly though, it has ambidextrous selector switches, which no version of the JS 9mm has.&lt;br /&gt;
[[file:JS05.jpg|thumb|none|350px|Jianshe JS 9mm - 9x19mm]]&lt;br /&gt;
[[file:Warface Jian She Type-05 holding.jpg|thumb|none|600px|The player character holds the Jianshe JS 9mm.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 reloading 1.jpg|thumb|none|600px|Swapping mags.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Jian She Type-05 custom.jpg|thumb|none|600px|Customization menu. Note the textures saying &amp;quot;Jian She DAP92-9&amp;quot;]]&lt;br /&gt;
[[file:Warface Jian She Type-05 lobby.jpg|thumb|none|300px|Jianshe JS 9mm in lobby. Here you can see that the charging handle on the right is modeled flat on the gun, and there is no ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==KBP PP-2000==&lt;br /&gt;
The [[PP-2000]] appears as the &amp;quot;TT-3000&amp;quot;.&lt;br /&gt;
[[file:Pp-2000 1.jpg|thumb|none|350px|KBP PP-2000 - 9x19mm]]&lt;br /&gt;
[[file:Warface KBP PP-2000 lobby.jpg|thumb|none|300px|KBP PP-2000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] appears as the &amp;quot;SMG-9 Ares&amp;quot;. Rather interestingly, Ares may be referring to the Ares company, who made the world's first FMG in the form of the [[Ares FMG]].&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PM-98==&lt;br /&gt;
The [[PM-84 Glauberyt|PM-98]] appears as the older &amp;quot;PM-84 Glauberyt Custom&amp;quot; in every region except for the West, where it appears as &amp;quot;AP-84 Custom&amp;quot;.&lt;br /&gt;
[[File:PM-98.jpg|thumb|none|350px|PM-98 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears as the &amp;quot;MP 717&amp;quot;, which is the designation the Wehrmacht gave to captured PPSh submachine guns during WWII.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
&lt;br /&gt;
==Masterpiece Arms MPA10SST-X==&lt;br /&gt;
The .380 ACP version of the [[MAC-10#MPA10SST|Masterpiece Arms MPA10SST]], the MPA10SST-X, appears as the &amp;quot;MP .38&amp;quot; in Warface West.&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|350px|MPA10SST for reference - .45 ACP]]&lt;br /&gt;
[[file:Warface MAC-11 holding.jpg|thumb|none|600px|Holding the &amp;quot;MP .38&amp;quot;.]]&lt;br /&gt;
[[file:Warface MAC-11 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface MAC-11 reloading 1.jpg|thumb|none|600px|Bringing up a new magazine and removing the old one.]]&lt;br /&gt;
[[file:Warface MAC-11 reloading 2.jpg|thumb|none|600px|Pulling the left-sided charging handle.]]&lt;br /&gt;
[[file:Warface MAC-11 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface MAC-11 lobby.jpg|thumb|none|300px|Holding the weapon in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz. 83 Skorpion==&lt;br /&gt;
The [[Sa. Vz. 83 Skorpion]] is known as the &amp;quot;Metasoma 83&amp;quot; in Warface West. Metasoma is the tail of the scorpion.&lt;br /&gt;
[[file:Vz83.jpg|thumb|none|350px|Sa. Vz. 83 Skorpion - .380 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SR-2M Veresk==&lt;br /&gt;
The [[AS Val#SR-2 Veresk|SR-2M Veresk]] is an available weapon, called the &amp;quot;SN-5G Sarosk&amp;quot; in Warface West.&lt;br /&gt;
[[file:SR-2Veresk.jpg|thumb|none|350px|SR-2M Veresk - 9x21mm]]&lt;br /&gt;
[[file:Warface SR-2M Veresk lobby.jpg|thumb|none|300px|SR-2M Veresk in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;AUG A3 9mm XS&amp;quot; in Warface East and as the &amp;quot;A3 9mm XS&amp;quot; in Warface West, and the Warface West description states that it is &amp;quot;a variant of the original A3-210 assault rifle&amp;quot;, which is the Warface West name of the AUG A3.&lt;br /&gt;
[[file:AUG A3 9mm XS.jpg|thumb|none|350px|Steyr AUG A3 9mm XS - 9x19mm.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS holding.jpg|thumb|none|600px|Holding the AUG SMG.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS aim.jpg|thumb|none|600px|Aiming the AUG A3 9mm XS.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 9mm XS lobby.jpg|thumb|none|300px|Steyr AUG A3 9mm XS in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==TDI / KRISS USA Gen I Vector SMG==&lt;br /&gt;
The [[TDI Vector|TDI / KRISS USA Gen I Vector SMG]] appears as the &amp;quot;Kriss Super V&amp;quot; in Warface East and as the &amp;quot;Vec. 5&amp;quot; in Warface West.&lt;br /&gt;
[[file:KrissSuperV.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector SMG - 45 ACP]]&lt;br /&gt;
[[file:Warface TDI Vector holding.jpg|thumb|none|600px|The player character holds the Vector.]]&lt;br /&gt;
[[file:Warface TDI Vector aim.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[file:Warface TDI Vector reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface TDI Vector reloading 2.jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[file:Warface TDI Vector custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface TDI Vector lobby.jpg|thumb|none|300px|TDI / KRISS USA Gen I Vector SMG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] appears as the &amp;quot;FAS-12&amp;quot; in Warface West.&lt;br /&gt;
[[file:AA-12 CQB.jpg|thumb|none|350px|AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is known as &amp;quot;Richmond M4 Super 90&amp;quot; in Warface West. Richmond is a name that you will see a few more times on this page, being applied to other weapons from different real life manufacturers.&lt;br /&gt;
[[file:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[file:Warface Benelli M4 Super 90 lobby.jpg|thumb|none|300px|Benelli M4 Super 90 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
Just like the M4 Super 90, the [[Benelli Supernova Tactical]] appears as the &amp;quot;Richmond Nova Tactical&amp;quot; in Warface West.&lt;br /&gt;
[[file:Benelli Supernova Tactical.jpg|thumb|none|350px|Benelli Supernova Tactical with telescopic stock - 12 gauge]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical holding.jpg|thumb|none|600px|Holding the Supernova Tactical.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical reloading 1.jpg|thumb|none|600px|Pumping the handle.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Benelli Super Nova Tactical lobby.jpg|thumb|none|300px|A Supernova in the lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The 1st prototype of the [[Crye Precision Six12|Crye Precision SIX12]] appears as &amp;quot;Accuracy SEVEN&amp;quot; in Warface West.&lt;br /&gt;
[[file:Crye Precision SIX12 prototype.jpg|thumb|400px|none|Crye Precision SIX12 (1st prototype) - 12 gauge]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 holding.jpg|thumb|none|600px|Here's a Six12 with a gaudy skin.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 reloading 2.jpg|thumb|none|600px|Inserting the new magazine.]]&lt;br /&gt;
[[file:Warface Crye Precision Six12 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[USAS-12]] is known as &amp;quot;US-12&amp;quot; in Warface West.&lt;br /&gt;
[[file:Usas-12.jpg|thumb|none|350px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Derya Anakon AK-100==&lt;br /&gt;
The [[Derya Anakon Semi Automatic Shotgun|Derya Anakon AK-100]] appears as simply &amp;quot;Anakon&amp;quot; in Warface East and as the &amp;quot;Boas Semi-Automatic Shotgun&amp;quot; in Warface West, since Anakon sounds like Anaconda.&lt;br /&gt;
[[file:Anakon-ak-100-avtufegi1.jpg|thumb|none|350px|Derya Anakon AK-100 - 12 gauge]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 holding.jpg|thumb|none|600px|The player character holds the Anakon.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 reloading 2.jpg|thumb|none|600px|Inserting a shell.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Derya Anakon AK-100 lobby.jpg|thumb|none|300px|Derya Anakon AK-100 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-10 VR 103==&lt;br /&gt;
The [[Derya MK-10|Derya MK-10 VR 103]] is named &amp;quot;Anatolia RK-102&amp;quot; in Warface West and &amp;quot;Derya MK-10 VR 102&amp;quot; in Warface East.&lt;br /&gt;
[[file:Derya MK-10 VR 103.jpg|thumb|none|350px|Derya MK-10 VR 103 - 12 gauge]]&lt;br /&gt;
[[file:Derya MK-10 VR 102.jpg|thumb|none|350px|Derya MK-10 VR 102 - 12 gauge]]&lt;br /&gt;
[[file:Warface Derya MK10 lobby.jpg|thumb|none|300px|Derya MK-10 VR 103 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SAT 8 PRO TELESCOPIC==&lt;br /&gt;
The [[FABARM SAT 8|FABARM SAT 8 Pro Telescopic]] appears as the &amp;quot;Fa'''r'''arm S.A.T 8 Pro&amp;quot; in Warface West. All other FABARM appearances are similarly renamed to Fararm in Warface West.&lt;br /&gt;
[[file:FABARM SAT 8 PRO TELESCOPIC.jpg|thumb|none|350px|FABARM SAT 8 PRO TELESCOPIC - 12 Gauge]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 holding.jpg|thumb|none|600px|Holding the SAT 8 Pro.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 reloading 1.jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch FABARM FP6 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Fabarm STF 12 COMPACT==&lt;br /&gt;
The [[FABARM STF 12|Fabarm STF 12 COMPACT]] is renamed to &amp;quot;Fararm ATF 12&amp;quot; in Warface West.&lt;br /&gt;
[[file:Fabarm STF12 COMPACT.jpg|thumb|none|350px|Fabarm STF 12 COMPACT - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appear as the &amp;quot;PHS-12&amp;quot; in Warface West. It is used exclusively in pump-action mode.&lt;br /&gt;
[[file:FSpas12orign.jpg|thumb|none|350px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 holding.jpg|thumb|none|600px|Holding the SPAS-12.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 reloading 1.jpg|thumb|none|600px|Regardless of how many shells remain, reloading the SPAS-12 is always done with a shotgun speedloader that apparently disappears into the gun.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 reloading 2.jpg|thumb|none|600px|After feeding the shotgun a tube of shotgun shells, the player pulls the charging handle.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-12 lobby.jpg|thumb|none|300px|Franchi SPAS-12 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]], in the same vein as SPAS-12, is renamed to &amp;quot;PHS-15&amp;quot; in Warface West. It is used exclusively in Pump-action.&lt;br /&gt;
[[file:Franchi spas15.jpg|thumb|none|350px|Franchi SPAS-15 - 12 gauge]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 holding.jpg|thumb|none|600px|Holding the SPAS-15.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 reloading 1.jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Franchi SPAS-15 lobby.jpg|thumb|none|300px|Franchi SPAS-15 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
The [[Hawk 97-2]] appears as the &amp;quot;Kite Pump&amp;quot; in Warface West.&lt;br /&gt;
[[file:Hawkpump.jpg|thumb|none|350px|Hawk 97-2 - 12 gauge]]&lt;br /&gt;
[[file:Warface Hawk 97-2 holding.jpg|thumb|none|600px|Holding the Hawk shotgun.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 reloading 2.jpg|thumb|none|600px|Loading new magazine.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Hawk 97-2 lobby.jpg|thumb|none|300px|Hawk 97-2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears as the &amp;quot;Kel-Tec Shotgun&amp;quot; in Warface East, and as the &amp;quot;PEG-KT&amp;quot; in Warface West. The PEG name will reappear a lot on the shotgun section of this page because it is applied to a few completely unrelated shotguns.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG holding.jpg|thumb|none|600px|Holding the Kel-Tec KSG.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG reloading 1.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG reloading 2.jpg|thumb|none|600px|Loading shells into the weapon.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Kel-Tec KSG lobby.jpg|thumb|none|300px|Kel-Tec KSG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==LSA Saiga 12 Signcutter CS-VLR==&lt;br /&gt;
The [[Izhmash Saiga series shotgun|LSA Saiga 12 Signcutter CS-VLR]] appears as simply &amp;quot;Saiga&amp;quot; in Warface East and the &amp;quot;PEG&amp;quot; in Warface West. What relation does it have with all the other &amp;quot;PEG&amp;quot; weapons in Warface West is unknown.&lt;br /&gt;
[[file:LSA Saiga 12 Signcutter cs-vlr.jpg|thumb|none|350px|LSA Saiga 12 Signcutter CS-VLR - 12 gauge]]&lt;br /&gt;
[[file:Warface PEG holding.jpg|thumb|none|600px|Holding the Saiga shotgun.]]&lt;br /&gt;
[[file:Warface PEG aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface PEG reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface PEG reloading 2.jpg|thumb|none|600px|Then a pull of the charging handle.]]&lt;br /&gt;
[[file:Warface PEG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface LSA Saiga 12 Signcutter CS-VLR lobby.jpg|thumb|none|300px|LSA Saiga 12 Signcutter CS-VLR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MAG-7==&lt;br /&gt;
A [[MAG-7]] with a custom foldable stock and a foregrip on its is forearm appears as the &amp;quot;PEG-7&amp;quot; in Warface West.&lt;br /&gt;
[[file:Mag7.jpg|thumb|none|350px|MAG-7 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12|Molot Vepr-12]] is known as &amp;quot;Vepr&amp;quot; in Warface East and &amp;quot;VIPER&amp;quot; in Warface West.&lt;br /&gt;
[[file:Vepr-12.jpg|thumb|none|350px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[file:Warface Molot Vepr-12 lobby.jpg|thumb|none|300px|Molot Vepr-12 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Custom==&lt;br /&gt;
A custom [[Mossberg 500 series shotgun|Mossberg 500]] appears as &amp;quot;MSG 500 Custom&amp;quot; in Warface West.&lt;br /&gt;
[[file:Mossberg 500 tactical.jpg|thumb|none|350px|Mossberg 500 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 with Sidewinder Venom kit==&lt;br /&gt;
A [[Mossberg 590]] with a Sidewinder Venom kit and a special red dot sight attached by default appears as the &amp;quot;Sidewinder Venom&amp;quot; in Warface East and &amp;quot;SX-41&amp;quot; in Warface West.&lt;br /&gt;
[[file:Moss590A1.jpg|thumb|none|350px|Mossberg 590 - 12 gauge]]&lt;br /&gt;
[[file:Mossberg Maverick 88 Sidewinder Venom.jpg|thumb|none|350px|Mossberg Maverick 88 with a Sidewinder Venom kit - 12 gauge]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit holding.jpg|thumb|none|600px|Holding the Sidewinder Venom with a grip on the foreend.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit reloading 2.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Mossberg 590 sidekit lobby.jpg|thumb|none|300px|The weapon in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255 Tactical==&lt;br /&gt;
The [[MTs255|MTs255 Tactical]] appears as the &amp;quot;MC 255 12&amp;quot; in both Warface East and West.&lt;br /&gt;
[[file:MTs255 Tactical.jpg|thumb|none|350px|MTs255 Tactical - 12 gauge]]&lt;br /&gt;
[[file:Warface MTs255 Tactical holding.jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical reloading 1.jpg|thumb|none|600px|Dumping the rounds CoD style, i.e. shaking them out.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical reloading 2.jpg|thumb|none|600px|Loading the new shells.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface MTs255 Tactical lobby.jpg|thumb|none|300px|MTs255 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] appears as the &amp;quot;Jackhammer&amp;quot; in Warface East and &amp;quot;Piledriver&amp;quot; in Warface West.&lt;br /&gt;
[[file:Jackhammer.jpg|thumb|none|350px|Pre-production Pancor Jackhammer - proprietary 12 gauge]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer holding.jpg|thumb|none|600px|Holding the Jackhammer.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer aim.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer reloading 1.jpg|thumb|none|600px|While the reload animation is animated somewhat poorly, the process is (mostly) correct. The player character first pushes the forearm forewards, allowing them to replace the casette.]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer reloading 2.jpg|thumb|none|600px|Replacing the casette. After this, the player pulls the forearm back in to lock it (because of animation quality, it's hard to tell if the release button on the trigger guard is pressed - most likely not).]]&lt;br /&gt;
[[file:Warface Pancor Jackhammer lobby.jpg|thumb|none|300px|Pancor Jackhammer in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears as the &amp;quot;Richmond 770&amp;quot; in Warface West.&lt;br /&gt;
[[file:Model870P MAXlg.jpg|thumb|none|350px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:Warcafe Remington 870 holding.jpg|thumb|none|600px|The player character holds the Remington 870.]]&lt;br /&gt;
[[file:Warcafe Remington 870 aim.jpg|thumb|none|600px|Aiming through the ghost rings.]]&lt;br /&gt;
[[file:Warcafe Remington 870 reloading 2.jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[file:Warcafe Remington 870 reloading 1.jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[file:Warcafe Remington 870 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington 870 lobby.jpg|thumb|none|300px|Remington 870 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical==&lt;br /&gt;
A further customized [[Remington 870|Remington 870 Express Tactical]] appears as the &amp;quot;Remington 870 CB&amp;quot; in Warface East and &amp;quot;Richmond 870 CB&amp;quot; in Warface West.&lt;br /&gt;
[[file:Remington 870 Express Tactical.jpg|thumb|none|350px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical holding.jpg|thumb|none|600px|Holding our tactical Remington.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical aim.jpg|thumb|none|600px|Aiming through the rather tall iron sights.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical reloading 1.jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical reloading 2.jpg|thumb|none|600px|Reloading the shotgun.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington 870 Express Tactical lobby.jpg|thumb|none|300px|Remington 870 Express Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12 in AKU-94 bullpup kit==&lt;br /&gt;
The AKU-94 bullpup kit conversion of the [[Saiga 12]] appears as incorrectly &amp;quot;Saiga-12S&amp;quot; and &amp;quot;PEG Bullpup&amp;quot; in Warface East and West respectively.&lt;br /&gt;
[[file:Saiga-94 bullpup.jpg|thumb|none|350px|Saiga 12 in AKU-94 bullpup kit with EOTech red dot sight - 12 gauge]]&lt;br /&gt;
[[file:Warface Saiga 12 in AKU-94 bullpup kit lobby.jpg|thumb|none|300px|Saiga 12 in AKU-94 bullpup kit in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1216==&lt;br /&gt;
The [[SRM Arms Model 1216]] appears as the &amp;quot;SHG M1217&amp;quot; in Warface West.&lt;br /&gt;
[[file:SRM 1216.jpg|thumb|none|350px|SRM Arms Model 1216 - 12 gauge]]&lt;br /&gt;
[[file:Warface SRM Arms Model 1216 lobby.jpg|thumb|none|300px|SRM Arms Model 1216 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper==&lt;br /&gt;
The [[Armsel_Striker_and_variants#SWD.2FCobray_Street_Sweeper|SWD/Cobray Street Sweeper]] appears as the &amp;quot;Cobray Striker&amp;quot; in Warface East and simply &amp;quot;Striker&amp;quot; in Warface West. The Warface East name misapplies the Striker name to Cobray, since the Striker name is only used by Armsel.&lt;br /&gt;
[[file:CobrayStreetSweeper.jpg|thumb|none|350px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper holding.jpg|thumb|none|600px|Holding a Street Sweeper variant with a paint job.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper aim.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper reloading 1.jpg|thumb|none|600px|Loading a shell.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper reloading 2.jpg|thumb|none|600px|Pressing the lever.]]&lt;br /&gt;
[[file:Warface SWDCobray Street Sweeper custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SWD Cobray Street Sweeper lobby.jpg|thumb|none|300px|SWD/Cobray Street Sweeper in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] is known as &amp;quot;RST-14&amp;quot; in Warface West.&lt;br /&gt;
[[file:UTS-15 Gen2.JPG|thumb|none|350px|UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 holding.jpg|thumb|none|600px|Holding the UTS-15.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 aim.jpg|thumb|none|600px|Aiming the UTS-15.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 reloading 1.jpg|thumb|none|600px|Reloading the UTS-15 is done entirely through the right side.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface UTAS UTS-15 lobby.jpg|thumb|none|300px|UTAS UTS-15 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears as the &amp;quot;Johnson 1957&amp;quot; in Warface West.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|350px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] appears as &amp;quot;'''CCR''' Honey Badger in Warface West.&lt;br /&gt;
[[file:AAC honey badger.jpg|thumb|none|350px|AAC Honey Badger - 7.62x35mm]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears &amp;quot;AR-&amp;quot;GAR&amp;quot;&amp;quot; in Warface West.&lt;br /&gt;
[[file:AS Val.jpg|thumb|none|350px|AS Val - 9x39mm]]&lt;br /&gt;
[[file:Warface AS Val nowy holding.jpg|thumb|none|600px|The player holds the &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy aim.jpg|thumb|none|600px|The player aims to &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;AS Val&amp;quot;.]]&lt;br /&gt;
[[file:Warface AS Val nowy custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface AS Val lobby.jpg|thumb|none|300px|AS Val in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] appears as &amp;quot;CCR&amp;quot; in Warface West.&lt;br /&gt;
[[file:Bushmaster-acr-carbine.jpg|thumb|none|350px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Bushmaster ACR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR aim.jpg|thumb|none|600px|The player aims to &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Bushmaster ACR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Bushmaster ACR lobby.jpg|thumb|none|300px|Bushmaster ACR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A customized [[Colt M4A1]] is a starting weapon fir the Rifleman class in the game and appears as &amp;quot;R4A1&amp;quot;.&lt;br /&gt;
[[file:M4A1EOT.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt M4A1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M4A1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt M4A1 lobby.jpg|thumb|none|300px|Colt M4A1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|Colt M16A4]] appears as the &amp;quot;Colt M16A3&amp;quot;.&lt;br /&gt;
[[file:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|350px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt M16A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt M16A3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears in the game as &amp;quot;R4 CQB&amp;quot; in Warface West.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|500px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II, and folding sights - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 holding.jpg|thumb|none|600px|The player holds the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 aim.jpg|thumb|none|600px|The player aims the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 reloading 1.jpg|thumb|none|600px|The player reloads the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 reloading 2.jpg|thumb|none|600px|The player reloads the Mk 18 Mod 1.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Mk. 18 Mod 0 lobby.jpg|thumb|none|300px|Mk 18 Mod 1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1==&lt;br /&gt;
The [[Daewoo K1]] appears as the &amp;quot;GU1&amp;quot;, and uses its Korean military classification as a Submachine Gun.&lt;br /&gt;
[[file:Carbine Daewoo K1.jpg|thumb|none|350px|Daewoo K1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K1 holding.jpg|thumb|none|600px|Holding the Daewoo K1.]]&lt;br /&gt;
[[file:Warface Daewoo K1 aim.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[file:Warface Daewoo K1 reloading 1.jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K1 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Daewoo K1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K1 lobby.jpg|thumb|none|300px|Daewoo K1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]].&lt;br /&gt;
[[file:Daewoo-K2.jpg|thumb|none|350px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Daewoo K2&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K2 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K2 lobby.jpg|thumb|none|300px|Daewoo K2 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield L85A2]].&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]].&lt;br /&gt;
[[file:FAMAS-F1.jpg|thumb|none|350px|FAMAS F1 -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FAMAS F1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Warface FAMAS F1 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface FAMAS F1 lobby.jpg|thumb|none|300px|FAMAS F1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FB MSBS-5.56B Radon==&lt;br /&gt;
The [[MSBS Series|FB MSBS-5.56B Radon]].&lt;br /&gt;
[[file:Msbs-5.45B_-_2014.JPG|thumb|none|350px|FB MSBS-5.56B Radon -  5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]].&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|none|350px|FN F2000 Tactical -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FN F2000 Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface FN F2000 Tactical lobby.jpg|thumb|none|300px|FN F2000 Tactical in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]].&lt;br /&gt;
[[file:FN SCAR PDW (old).jpg|thumb|none|350px|FN SCAR PDW -  5.56x45mm]]&lt;br /&gt;
[[file:Warface FN SCAR PDW holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN SCAR PDW&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]].&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|350px|FN SCAR-H CQC -  7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface FN SCAR-H CQC lobby.jpg|thumb|none|300px|FN SCAR-H CQC in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]]. Appears as the &amp;quot;Z84&amp;quot;.&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36C lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch G36C in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KV]].&lt;br /&gt;
[[file:G36K-2.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36KV with intermediate 15.4 inch &amp;quot;CQB&amp;quot; barrel, export compromise carry handle with folding sights, and retractable butt-stock - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KVholding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch G36KV lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch G36KV in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Carbine==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8|Heckler &amp;amp; Koch XM8 Carbine]].&lt;br /&gt;
[[file:XM8.JPG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Carbine - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Carbine lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Carbine in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Compact Carbine==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Compact Carbine]]. Mistakenly classified as a sub-machine gun.&lt;br /&gt;
[[file:HK XM8 Compact.JPG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Compact - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL IA2==&lt;br /&gt;
The [[FAL#IMBEL IA2|IMBEL IA2]].&lt;br /&gt;
[[file:Imbel ia2.jpg|thumb|none|350px|IMBEL IA2 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMBEL IA2 lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil 7.62==&lt;br /&gt;
The [[Galil#Galil 7.62|IMI Galil 7.62]].&lt;br /&gt;
[[file:Galilarm-05.jpg|thumb|none|350px|IMI Galil 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Galil 7.62 holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Galil 7.62&amp;quot;.]]&lt;br /&gt;
[[file:Warface Galil 7.62 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Galil ARM lobby.jpg|thumb|none|300px|IMI Galil 7.62 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|Tavor CTAR-21]] appears as the &amp;quot;Karkom SMG&amp;quot;. It is incorrectly classified as a submachine gun by the game and, as such, is available to Engineer rather than Rifleman.&lt;br /&gt;
[[file:IMI CTAR-21 Tavor.jpg|thumb|none|350px|IMI Tavor CTAR-21 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Tavor TAR-21|IMI Tavor TAR-21]]. Appears as the &amp;quot;Karkom&amp;quot; in Warface West and &amp;quot;Tavor TAR-21&amp;quot; in Warface East.&lt;br /&gt;
[[file:Tavor-tar.jpg|thumb|none|350px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Tavor TAR-21&amp;quot;.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface IMI Tavor TAR-21 lobby.jpg|thumb|none|300px|IMI Tavor TAR-21 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-9==&lt;br /&gt;
The [[AK-9|Izhmash AK-9]] appears as &amp;quot;FY-9&amp;quot; in Warface West. Unlike other 9x39 assault rifle, AS &amp;quot;VAL&amp;quot;, AK-9 is used by the Engineer rather than Rifleman. Interestingly enough, &amp;quot;FY&amp;quot; name was also used in Crysis games for the AK-type rifle.&lt;br /&gt;
[[file:Ak-9.jpg|thumb|none|350px|Izhmash AK-9 with suppressor - 9x39mm]]&lt;br /&gt;
[[file:Warface AK-9 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-9&amp;quot;.]]&lt;br /&gt;
[[file:Warface AK-9 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash AK-9 lobby.jpg|thumb|none|300px|Izhmash AK-9 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-103==&lt;br /&gt;
The [[AK-47#AK-103|Izhmash AK-103]] appears as the &amp;quot;FY-103&amp;quot; in Warface West.&lt;br /&gt;
[[file:AK103.jpg‎|thumb|none|350px|Izhmash AK-103 - 7.62x39mm]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AK-103&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 Custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash AK-103 lobby.jpg|thumb|none|300px|Izhmash AK-103 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AK-47#AKM|Izhmash AKM]].&lt;br /&gt;
[[file:AKMRifle.jpg‎|thumb|none|350px|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
A slightly modified [[Norinco QBZ-97]] appears as the &amp;quot;T27&amp;quot; in Warface West and &amp;quot;Type 97&amp;quot; in Warface East.&lt;br /&gt;
[[file:QBZ97A.jpg|thumb|none|350px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Norinco QBZ-95 lobby.jpg|thumb|none|300px|Norinco QBZ-97 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR-E==&lt;br /&gt;
The [[Remington ACR|Remington ACR-E]].&lt;br /&gt;
[[file:ACR-E.jpg|thumb|none|350px|Remington ACR-E with 10.5-inch barrel and folding stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 551==&lt;br /&gt;
The [[SIG SG 551]].&lt;br /&gt;
[[file:Sig-551.jpg|thumb|none|350px|SIG SG 551 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface SIG SG 551 holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 551&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 551 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 551 lobby.jpg|thumb|none|300px|SIG SG 551 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]]&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|none|350px|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface SIG SG 552 holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 552 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 552 lobby.jpg|thumb|none|300px|SIG SG 552 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]].&lt;br /&gt;
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 Custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG A3 lobby.jpg|thumb|none|300px|Steyr AUG A3 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 with HBAR barrel==&lt;br /&gt;
The [[Steyr AUG A3]] appears with a long HBAR-style barrel as the &amp;quot;AUG A3 HBAR&amp;quot;.&lt;br /&gt;
[[Image:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|400px|Steyr AUG HBAR - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG HBAR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Steyr AUG HBAR lobby.jpg|thumb|none|300px|Steyr AUG HBAR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]].&lt;br /&gt;
[[file:Sturmgewehr 44.jpg|thumb|none|350px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 holding 1.jpg|thumb|none|600px|The player holds the &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 holding 2.jpg|thumb|none|600px|The player holds the &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sturmgewehr 44&amp;quot;.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 custom 1.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 custom 2.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Sturmgewehr 44 lobby.jpg|thumb|none|300px|Sturmgewehr 44 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt Model 950 LMG==&lt;br /&gt;
The [[Colt_Model_950_LMG#Diemaco.2FColt_Canada_C7.2FC7A1_LSW|Colt Model 950 LMG]]. Appears as the &amp;quot;M16A2 LMG&amp;quot;.&lt;br /&gt;
[[file:Model 950 C7A1 LSW.jpg|thumb|none|350px|Diemaco C7A1 LSW/Colt Model 950 LMG - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 950 LMG&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Model 950 LMG lobby.jpg|thumb|none|300px|Colt Model 950 LMG in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K3==&lt;br /&gt;
The [[Daewoo K3]] appears as the &amp;quot;GU3&amp;quot; in Warface West, consistent with the (re)naming of other Daewoo weapons.&lt;br /&gt;
[[file:Korean Pig.jpg|thumb|none|350px|Daewoo K3 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Daewoo K3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;GU3&amp;quot;.]]&lt;br /&gt;
[[file:Warface Daewoo K3 aim.jpg|thumb|none|600px|Aiming the weapon.]]&lt;br /&gt;
[[file:Warface Daewoo K3 reloading 1.jpg|thumb|none|600px|Reloading the Daewoo K3.]]&lt;br /&gt;
[[file:Warface Daewoo K3 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Daewoo K3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Daewoo K3 lobby.jpg|thumb|none|300px|Daewoo K3 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The FN [[M240B]] appears as the &amp;quot;LMG240&amp;quot; in Warface West and &amp;quot;M240B&amp;quot; in other versions. Originally it was the only weapon that didn't have standard version and was available only in Elite (Crown) version. Now it is exclusive for the &amp;quot;Battle Royale&amp;quot; game mode.&lt;br /&gt;
[[file:M240-1.jpg|thumb|none|350px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 PARA==&lt;br /&gt;
The [[M249|FN M249 PARA]].&lt;br /&gt;
[[file:Fn mg m249para11-1-.jpg|thumb|none|350px|FN M249 PARA - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface FN M249 PARA holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN M249 PARA&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN M249 PARA aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN M249 PARA&amp;quot;.]]&lt;br /&gt;
[[file:Warface FN M249 PARA custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4KE==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4|Heckler &amp;amp; Koch MG4KE]].&lt;br /&gt;
[[file:MG4KE.jpg|thumb|none|350px|Heckler &amp;amp; Koch MG4KE - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MG4KE&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG4 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch MG4KE in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
A hybrid of the [[Heckler &amp;amp; Koch G36]] with the G36C carrying handle and a C-Mag is misnamed &amp;quot;H&amp;amp;K MG36&amp;quot; in Warface East. MG36 was an abandoned variant of the G36, which was even mentioned in the translated Warface East item description, except that the depicted weapon is not the MG36 since the carrying handle is from the G36C. Warface West just calls it a &amp;quot;ZX84 MG&amp;quot;, circumventing the whole &amp;quot;portraying real weapons with real names&amp;quot; mess.&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|400px|none|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|400px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 holding.jpg|thumb|none|600px|Holding the 100-round G36.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 aim.jpg|thumb|none|600px|Aiming through the sights.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 reloading 1.jpg|thumb|none|600px|Reloading a new C-Mag.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch MG36 lobby.jpg|thumb|none|300px|&amp;quot;Heckler &amp;amp; Koch MG36&amp;quot; in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Automatic Rifle==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[file:XM8LMG.jpg|thumb|none|350px|Heckler &amp;amp; Koch XM8 Automatic Rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Automatic Rifle lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Automatic Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]].&lt;br /&gt;
[[file:M60E4 large.jpg|thumb|none|350px|M60E4 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface M60E4 lobby.jpg|thumb|none|300px|M60E4 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Molot RPK==&lt;br /&gt;
The Molot [[RPK]].&lt;br /&gt;
[[file:Rpk_01_drum.jpg|thumb|none|350px|Molot RPK - 7.62x39mm]]&lt;br /&gt;
[[file:Warface Izhmash RPK holding.jpg|thumb|none|600px|The player holds the &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK aim.jpg|thumb|none|600px|The player aims to &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Molot RPK&amp;quot;.]]&lt;br /&gt;
[[file:Warface Izhmash RPK custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Izhmash RPK lobby.jpg|thumb|none|300px|Molot RPK in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]].&lt;br /&gt;
[[file:Pecheneg.jpg|thumb|none|350px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MG3==&lt;br /&gt;
The [[Rheinmetall MG3]].&lt;br /&gt;
[[file:MG 3.jpg|thumb|none|350px|Rheinmetall MG3 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]].&lt;br /&gt;
[[file:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|350px|Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface AWM holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International Arctic Warfare Magnum&amp;quot;.]]&lt;br /&gt;
[[file:Warface AWM custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface AWM lobby.jpg|thumb|none|300px|Accuracy International Arctic Warfare Magnum in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AS50==&lt;br /&gt;
The [[Accuracy International AS50]].&lt;br /&gt;
[[file:As50sr.jpg|thumb|none|350px|Accuracy International AS50 - .50 BMG]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AS50&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Accuracy International AS50 lobby.jpg|thumb|none|300px|Accuracy International AS50 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AX308==&lt;br /&gt;
The [[Accuracy International AX308]].&lt;br /&gt;
[[file:AI AX.jpg|thumb|none|350px|Accuracy International AX308 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Accuracy International AX308&amp;quot;.]]&lt;br /&gt;
[[file:Warface Accuracy International AX308 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett Model 98 Bravo==&lt;br /&gt;
The [[Barrett Model 98 Bravo]].&lt;br /&gt;
[[file:0129481.jpg|thumb|none|350px|Barrett M98B - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo holding.jpg|thumb|none|600px|The player holds the &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Barrett M98 Bravo&amp;quot;.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Barrett M98 Bravo lobby.jpg|thumb|none|300px|Barrett M98 Bravo in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]].&lt;br /&gt;
[[file:Berrett M107.jpg|thumb|none|350px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[file:Warface Barrett M107 lobby.jpg|thumb|none|300px|Barrett M107 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]].&lt;br /&gt;
[[file:M200-tan.jpg|thumb|none|350px|Cheyenne Tactical M-200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention holding.jpg|thumb|none|600px|The player holds the &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Cheyenne Tactical M-200 Intervention&amp;quot;.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Cheyenne Tactical M-200 Intervention lobby.jpg|thumb|none|300px|Cheyenne Tactical M-200 Intervention in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Mk. 12 Mod 0 SPR==&lt;br /&gt;
The [[Mk 12 Special Purpose Rifle|Colt Mk. 12 Mod 0 SPR]].&lt;br /&gt;
[[file:Mk12Mod0.jpg|thumb|none|350px|Colt Mk. 12 Mod 0 SPR - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Mk. 12 Mod 0 SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Colt Mk. 12 Mod 0 SPR lobby.jpg|thumb|none|300px|Colt Mk. 12 Mod 0 SPR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Special Purpose Rifle==&lt;br /&gt;
The [[FN FAL#DSA SA58 Special Purpose Rifle|DSA SA58 Special Purpose Rifle]].&lt;br /&gt;
[[file:DSA SA58 SPR.jpg|thumb|none|350px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==DSR-Precision DSR-1==&lt;br /&gt;
The [[DSR-Precision DSR-1]].&lt;br /&gt;
[[file:Dsr1.jpg|thumb|none|350px|DSR-Precision DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface DSR-Precision DSR-1 lobby.jpg|thumb|none|300px|DSR-Precision DSR-1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-6]].&lt;br /&gt;
[[file:SL8-1 newModel.jpg|thumb|none|350px|Heckler &amp;amp; Koch SL8-6 Commercial rifle - 5.56x45mm.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch SL8-6&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-4 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch SL8-6 lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch SL8-6 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch XM8 Sharpshooter Rifle==&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8 Sharpshooter Rifle]]. Appears as the &amp;quot;ACR7 SNR&amp;quot;.&lt;br /&gt;
[[file:XM8 Sharpshooter.PNG|thumb|none|350px|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle - 5.56x45mm NATO.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch XM8 Sharpshooter Rifle&amp;quot;.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Heckler &amp;amp; Koch XM8 Sharpshooter Rifle lobby.jpg|thumb|none|300px|Heckler &amp;amp; Koch XM8 Sharpshooter Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Sniper Tavor STAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Sniper Tavor STAR-21|IMI Sniper Tavor STAR-21]]. There are two versions of the STAR-21 in the game. The first one is a fully automatic &amp;quot;Karkom SNR&amp;quot; which uses black body finish and was removed from the shop in all versions of the game. The second one is a semi-automatic &amp;quot;Karkom SNR Navy Blue&amp;quot; which, obviously, has navy blue body finish and is currently available for the in-game currency after unlocking.&lt;br /&gt;
[[file:Tavorstar.jpg|thumb|none|350px|IMI Sniper Tavor STAR-21 - 5.56x45mm]]&lt;br /&gt;
[[file:Warface IMI Sniper Tavor STAR-21 lobby.jpg|thumb|none|300px|IMI Sniper Tavor STAR-21 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The Izhmash [[SVD Dragunov]] is a starting weapon for the Sniper class and appears the &amp;quot;SVK&amp;quot; in Warface West.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|350px|Izhmash SVD Dragunov - 7.62x54mm R.]]&lt;br /&gt;
[[file:Warface SVD Dragunov holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash SVD Dragunov&amp;quot;.]]&lt;br /&gt;
[[file:Warface SVD Dragunov custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Warface SVD Dragunov lobby.jpg|thumb|none|300px|Izhmash SVD Dragunov in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==KBP OTs-03 SVU-AS Dragunov==&lt;br /&gt;
The KBP OTs-03 [[SVU Dragunov]] appears as the &amp;quot;SVK-AS&amp;quot; in Warface West. It is one of four fully-automatic sniper rifles in game. It holds incorrect 15 (20 for the Golden version) rounds in standard 10-round magazine. Unlike on many other sniper rifles with built-in bipods, you can actually (un)fold SVU's bipod through the customization menu.&lt;br /&gt;
&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|350px|KBP OTs-03 SVU Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==M39 Enhanced Marksman Rifle==&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle]].&lt;br /&gt;
[[file:M-39EMR.jpg|thumb|none|350px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface M39 Enhanced Marksman Rifle lobby.jpg|thumb|none|300px|M39 Enhanced Marksman Rifle in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle==&lt;br /&gt;
The [[M40A5 Sniper Rifle]].&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|350px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Warface Remington M40A3 holding.jpg|thumb|none|600px|The player holds the &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;M40A5&amp;quot;.]]&lt;br /&gt;
[[file:Warface Remington M40A3 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Remington M40A3 lobby.jpg|thumb|none|300px|M40A5 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Masada SPR==&lt;br /&gt;
The [[Magpul Masada|Magpul Masada SPR]].&lt;br /&gt;
[[file:Masada-3.jpg|thumb|none|350px|Magpul Masada SPR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR holding.jpg|thumb|none|600px|The player holds the &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Magpul Masada SPR&amp;quot;.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Magpul Masada SPR lobby.jpg|thumb|none|300px|Magpul Masada SPR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan CS5==&lt;br /&gt;
The [[McMillan CS5]].&lt;br /&gt;
[[file:CS5.jpg|thumb|none|350px|McMillan CS5 - .308 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBU-88==&lt;br /&gt;
The Norinco [[QBU-88]].&lt;br /&gt;
[[file:Qbu-88-0.jpg|thumb|none|350px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Norinco QBU-88&amp;quot;.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Norinco QBU-88 lobby.jpg|thumb|none|300px|Norinco QBU-88 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==ORSIS T-5000==&lt;br /&gt;
The [[ORSIS T-5000]].&lt;br /&gt;
[[File:ORSIS T-5000.jpg|thumb|none|350px|ORSIS T-5000 - .308 Winchester]]&lt;br /&gt;
[[file:Warface ORholdingSIS T-5000.jpg|thumb|none|600px|The player holds the &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;ORSIS T-5000&amp;quot;.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface ORSIS T-5000 lobby.jpg|thumb|none|300px|ORSIS T-5000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Remington RSASS==&lt;br /&gt;
The [[Remington RSASS]].&lt;br /&gt;
[[file:RSASS alt.jpg|thumb|none|350px|Remington RSASS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 550 SR==&lt;br /&gt;
The [[SIG SG 550 SR]].&lt;br /&gt;
[[file:550sniper.jpg|thumb|none|350px|SIG SG 550 SR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 550 SR&amp;quot;.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface SIG SG 550 SR lobby.jpg|thumb|none|300px|SIG SG 550 SR in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
The [[Steyr Scout]].&lt;br /&gt;
[[file:Scout.jpg|thumb|none|350px|Steyr Scout - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Unique Alpine TPG-1==&lt;br /&gt;
The [[Unique Alpine TPG-1]].&lt;br /&gt;
[[file:TPG1.jpg|thumb|none|350px|Unique Alpine TPG-1 - .338 Lapua Magnum]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 holding.jpg|thumb|none|600px| The player holds the &amp;quot;Unique Alpine TPG-1&amp;quot;..]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 reloading 1.jpg|thumb|none|600px| The player reloads &amp;quot;Unique Alpine TPG-1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 reloading 2.jpg|thumb|none|600px| The player reloads &amp;quot;Unique Alpine TPG-1&amp;quot;.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 custom.jpg|thumb|none|600px| Customization menu.]]&lt;br /&gt;
[[file:Warface Unique Alpine TPG-1 lobby.jpg|thumb|none|300px|Unique Alpine TPG-1 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]].&lt;br /&gt;
[[file:Vss1.jpg|thumb|none|350px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[file:Warface VSS Vintorez holding.jpg|thumb|none|600px|The player holds the &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;VSS Vintorez&amp;quot;.]]&lt;br /&gt;
[[file:Warface VSS Vintorez custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface VSS Vintorez lobby.jpg|thumb|none|300px|VSS Vintorez in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]].&lt;br /&gt;
[[file:Walther-WA2000.jpg|thumb|none|350px|Walther WA 2000 - .300 Winchester]]&lt;br /&gt;
[[file:Warface Walther WA 2000 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther WA 2000&amp;quot;.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 custom.jpg|thumb|none|600px|Customization menu.]]&lt;br /&gt;
[[file:Warface Walther WA 2000 lobby.jpg|thumb|none|300px|Walther WA 2000 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN EGLM==&lt;br /&gt;
The [[FN EGLM]]&lt;br /&gt;
[[file:Mk13.jpg|thumb|none|350px|FN EGLM - 40mm]]&lt;br /&gt;
[[file:Warface FN EGLM.jpg|thumb|600px|none|FN EGLM in game.]]&lt;br /&gt;
&lt;br /&gt;
==SA-18 Grouse==&lt;br /&gt;
The [[SA-18 Grouse]] appears in the game's PVE missions. It is incorrectly referred to as the SA-16 (actually a later version despite what the NATO reporting name would suggest) however that features a conical seeker cover, as oppsoed to the cylindrical SA-18 cover used on the game model.&lt;br /&gt;
[[file:Igla 191.jpg|thumb|none|350px|SA-18 Grouse launcher and missile - 72mm]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 1.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 2.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
[[file:Warface SA-18 Grouse 3.jpg|thumb|600px|none|SA-18 Grouse in game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==Anti-personnel mine==&lt;br /&gt;
[[file:Warface mine 1.jpg|thumb|none|600px|Anti-personnel mine in game.]]&lt;br /&gt;
[[file:Warface mine 2.jpg|thumb|none|600px|Anti-personnel mine in game.]]&lt;br /&gt;
&lt;br /&gt;
==Flashbang grenade==&lt;br /&gt;
[[file:Warface flashbang 1.jpg|thumb|none|600px|Flashbang grenade in game.]]&lt;br /&gt;
[[file:Warface flashbang 2.jpg|thumb|none|600px|Flashbang grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Four types of [[M18 smoke grenade]] can be found in-game. White, Blue, Red, and Yellow.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 1.jpg|thumb|600px|none|Yellow M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 2.jpg|thumb|600px|none|Blue M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Warface M18 smoke grenade 3.jpg|thumb|600px|none|Throwing a blue smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The &amp;quot;M18 Claymore&amp;quot; (named &amp;quot;R18 Claymore&amp;quot; in Warface West, referred as &amp;quot;R18A1 Claymore&amp;quot; in Warface West description, also referred as simply &amp;quot;Directional Mine&amp;quot; in some places) is actually an [[M18A1 Claymore]] due to its scissor-legs. It is triggered by lasers.&lt;br /&gt;
[[file:M18a1 07.jpg|thumb|none|150px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[file:Warface M18A1 Claymoree 1.jpg|thumb|none|600px|Holding a Claymore in game.]]&lt;br /&gt;
[[file:Warface M18A1 Claymoree 2.jpg|thumb|none|600px|A planted Claymore.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
The [[M26 hand grenade]].&lt;br /&gt;
[[file:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[file:Warface M26 hand grenade 1.jpg|thumb|none|600px|M26 hand grenade in game.]]&lt;br /&gt;
[[file:Warface M26 hand grenade 2.jpg|thumb|none|600px|M26 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Escape_from_Tarkov&amp;diff=1160604</id>
		<title>Escape from Tarkov</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Escape_from_Tarkov&amp;diff=1160604"/>
		<updated>2018-02-12T23:58:42Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Izhmash AK-74N */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Escape from Tarkov&lt;br /&gt;
|picture = Escape from Tarkov logo 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= Russia 2028&lt;br /&gt;
|date= First alpha test - 1Q 2016 &lt;br /&gt;
|developer= BattleState Games&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher= BattleState Games&lt;br /&gt;
|genre=Online first-person shooter / MMOFPS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Escape from Tarkov''''' is a first-person shooter video game by BattleState Games. The game is set in Russia in 2028, in the same universe as ''[[Contract Wars]]''. The game features a highly detailed and realistic combat system, with subsystem damage, realistic weapon handling, a complex array of tactical maneuvers like leaning, and an equally detailed weapon modification system.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Escape from Tarkov'': '''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Chiappa Rhino (20DS, 40DS, 50DS, 60DS)==&lt;br /&gt;
Every variant of the [[Chiappa Rhino]] has been shown in pre-release renders, but has not yet been added in any of the released versions of the game.&lt;br /&gt;
[[file:Chiappa Rhino 2&amp;quot;.jpg|thumb|none|250px|Chiappa Rhino 20DS - .357 Magnum.]]&lt;br /&gt;
[[file:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 60DS - .357 Magnum.]]&lt;br /&gt;
[[file:Eft - Chiappa Rhino 1.jpg|thumb|none|600px|The Rhino family, rendered in the Unity engine.]]&lt;br /&gt;
[[file:Eft - Chiappa Rhino 2.jpg|thumb|none|600px|A Rhino 60DS, showing off the removable sights.]]&lt;br /&gt;
[[file:Eft - Chiappa Rhino 3.jpg|thumb|none|600px|The Rhino 20DS...]]&lt;br /&gt;
[[file:Eft - Chiappa Rhino 4.jpg|thumb|none|600px|...and the 40DS.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov 6P9 PB==&lt;br /&gt;
The [[6P9 PB|Makarov 6P9 PB]] variant of the Makarov is available in the game. It spawns rarely on Scavengers and can be traded for bartering items by the Trader Prapor. Like the Makarov PM, only its grip and magazines can be removed. An 80 round drum magazine can also be attached to the weapon, however its exceedingly rare. &lt;br /&gt;
[[file:Pb-1.jpg|thumb|none|350px|6P9 PB - 9x18mm Makarov.]]&lt;br /&gt;
[[file:Eft - Makarov 6P9 PB 1.jpg|thumb|none|600px|A preview of the Makarov 6P9 PB.]]&lt;br /&gt;
[[file:Eft - Makarov 6P9 PB 2.jpg|thumb|none|600px|The disassembled PB.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov_PM#Makarov_PM|Makarov PM]] is a fairly common pistol in EFT. PMC's will have a few available in their stash and the weapon is fairly common loot in Military Cargo crates, Scavengers both Player and AI NPC's may occassionally use a Makarov PM as their starting weapon. A special variant exists in-game called the PM (t) which has a threaded barrel to accept sound suppressors. Currently only the grip and magazine can be removed from the weapon and an 80 round drum magazine is also available, albiet extremely rare. &lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|250px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM menu 1.jpg|thumb|none|600px|Left side of the Makarov in the weapon configuration menu.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM menu 2.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM holding.jpg|thumb|none|600px|The PM in-game.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM aim.jpg|thumb|none|600px|Aiming at the sky.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM reloading 1.jpg|thumb|none|600px|Pulling out an empty magazine.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM reloading 2.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM reloading 3.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM viu 1.jpg|thumb|none|600px|Inspecting the pistol.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM viu 2.jpg|thumb|none|600px|Ditto; other side.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[Yarygin_PYa#MP-443_Grach|MP-443 Grach]] fills the role of a higher-end pistol found uncommonly in the game. The Russian BEAR's faction will give PMC's the pistol in their stash in the latest patch when chosen. Scav's can also spawn with the pistol as well with a few magazines on hand, on occassion a Scav may have their Grach equipped with an under-barrel weaponlight. Currently the weapon cannot be suppressed but it can accept attachments via its underbarrel rail and can be outfitted with a slide rail for attaching reflex optics. &lt;br /&gt;
[[file:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[file:EfT - MP-443 Grach 2.jpg|thumb|none|600px|Pre-release stills of the MP-443 Grach.]]&lt;br /&gt;
[[file:EfT - MP-443 Grach 3.jpg|thumb|none|600px|The MP-443 Grach in the Unity engine.]]&lt;br /&gt;
[[file:EfT - MP-443 Grach 4.jpg|thumb|none|600px|Renders of the MP-443's details.]]&lt;br /&gt;
[[file:EfT - MP-443 Grach 1.jpg|thumb|none|600px|An early render of the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[P226#SIG-Sauer_P226|SIG-Sauer P226R]] is the only non-Russian pistol available in the game so far primarily issued to the USEC Faction of which PMC's will get some in their stash when the faction is chosen. The weapon also is available for Scavengers albiet sometimes missing its front and rear sight and rarely equipped with an underbarrel weaponlight. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[file:EFT-SIG-1.jpg|thumb|none|600px|The SIG-Sauer P226 in Unity engine.]]&lt;br /&gt;
[[file:EfT- P226R 1.jpg|thumb|none|600px|The pistol, disassembled .]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev_TT-33_Pistol#Tokarev_TT-33|Tokarev TT-33]] is a dated, but viable pistol available in the game. It is infrequently carried by AI Scav's in-game and is a rare spawn for Player Scav's. Currently the TT-33 is the only weapon to utilise the 7,62x25mm round of which 7 types are available. Currently it is the most powerful pistol, dropping a PMC or Scav in about two or three shots without armor depending on the round type. Additionally the TT-33 can be outfitted with a &amp;quot;home-spun&amp;quot; threaded barrel and an home-made suppressor, making it one of the earliest and most cost effective suppressed pistols currently in the game. &lt;br /&gt;
[[file:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm]]&lt;br /&gt;
[[file:Eft - Tokarev TT-33 1.jpg|thumb|none|600px|A preview of the Tokarev.]]&lt;br /&gt;
[[file:Eft - Tokarev TT-33 2.jpg|thumb|none|600px|Details of the TT.]]&lt;br /&gt;
&lt;br /&gt;
==Stetchkin APS==&lt;br /&gt;
The [[Stechkin APS]] has been confirmed by developers and officially announced, but not yet added. &lt;br /&gt;
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|400px|Stetchkin APS - 9x18mm]]&lt;br /&gt;
&lt;br /&gt;
==SR1MP==&lt;br /&gt;
The [[Serdyukov SPS|SR1MP]] is Russian special forces pistol &amp;quot;kit&amp;quot; that includes the SR1 pistol, a sound suppressor, and quad-rail accessory mount. It is the only 9x21mm weapon in the game so far.&lt;br /&gt;
[[File:Serdyukov SPS.jpg|thumb|none|350px|Serdyukov SPS/SR1 pistol - 9x21mm Gyurza]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|H&amp;amp;K MP5]] is available in the game. Currently it is not used by any Scavengers and only acquired by PMC's via the trader &amp;quot;Peacekeeper&amp;quot; once sufficent reputation has been gained. The version featured in-game appears to be either an A4 or an A5 model due to the four position fire selector but is described in-game as being a Navy Model. It comes available in two variants initially, an MP5A4 and an MP5SD5 both of which are fitted with fixed stocks and only differing slightly in price value. Players can customize the MP5 extensively by removing the Fixed Stock for a collapsible Stock however it cannot currently mount under-barrel attachments such as flashlights or grips. A drum magazine was announced on December 9th, 2017.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|350px|MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;K-MP5SD5.jpg|thumb|none|350px|MP5SD5 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz|Izhmash PP-19-01 Vityaz]]. Currently it is not used by Scavengers and only acquired by PMC's from purchasing it from the Trader Prapor at level 1 reputation. Currently the weapon is the cheapest of the SMG's and the earliest the player can modify extensively. In the current patch, changes were made to address the weapons viscious recoil whch has been rectified. &lt;br /&gt;
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|350px|Izhmash PP-19-01 Vityaz - 9x19mm]]&lt;br /&gt;
[[file:EfT - PP-19-01 Vityaz 1.jpg|thumb|none|600px|Izhmash PP-19-01 Vityaz in Unity engine.]]&lt;br /&gt;
[[file:EfT - PP-19-01 Vityaz 2.jpg|thumb|none|600px|Izhmash PP-19-01 Vityaz in Unity engine.]]&lt;br /&gt;
[[file:EfT - PP-19-01 Vityaz 3.jpg|thumb|none|600px|Izhmash PP-19-01 Vityaz in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-91 &amp;quot;Kedr&amp;quot;==&lt;br /&gt;
The [[Kedr_PP-91#Kedr_PP-91|Izhmash PP-91 &amp;quot;Kedr&amp;quot;]]. There are two variants in-game, the standard &amp;quot;Kedr&amp;quot; and the &amp;quot;Kedr-B&amp;quot;. The &amp;quot;B&amp;quot; variant features a threaded barrel to accept sound suppressors and other muzzle devices. Currently the &amp;quot;Kedr&amp;quot; is infrequently used by AI Scav's in world and can be bought by the Trader Prapor, the &amp;quot;Kedr-B&amp;quot; can be traded with Prapor for various barting items. Currently the &amp;quot;Kedr&amp;quot; is the most powerful of the SMG's for two reasons, it has the fastest rate of fire at 900 RPM and can utilise various 9x18mm Hollow Point or Armor Peircing ammunition. The weapon can be outfitted with sight rails and can utilise 20 round or 30 round stick magaiznes. &lt;br /&gt;
[[file:Pp-91 kedr 30rmag.jpg|thumb|none|350px|Izhmash PP-91 &amp;quot;Kedr&amp;quot; - 9x18mm]]&lt;br /&gt;
[[file:EfT - kedr-klin 1.jpg|thumb|none|600px|Izhmash PP-91 &amp;quot;Kedr&amp;quot; in Unity engine.]]&lt;br /&gt;
[[file:EfT - kedr-klin 2.jpg|thumb|none|600px|Izhmash PP-91 &amp;quot;Kedr&amp;quot; in Unity engine.]]&lt;br /&gt;
[[file:EfT - kedr-klin 3.jpg|thumb|none|600px|Izhmash PP-91 &amp;quot;Kedr&amp;quot; in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-9 &amp;quot;Klin&amp;quot;==&lt;br /&gt;
The [[Kedr_PP-91#Klin_PP-9|Izhmash PP-9 &amp;quot;Klin&amp;quot;]]. It is a special variant available and is a very rare spawn for AI Scavengers and can be traded with Prapor. It has slightly different recoil patterns than the &amp;quot;Kedr&amp;quot; but can utilise the same attachments and magazines. &lt;br /&gt;
[[file:Klin1.jpg|thumb|none|350px|Izhmash PP-9 &amp;quot;Klin&amp;quot; - 9x18mm PMM]]&lt;br /&gt;
[[file:EfT - kedr-klin 1.jpg|thumb|none|600px|Izhmash PP-9 &amp;quot;Klin&amp;quot; in Unity engine.]]&lt;br /&gt;
[[file:EfT - kedr-klin 2.jpg|thumb|none|600px|Izhmash PP-9 &amp;quot;Klin&amp;quot; in Unity engine.]]&lt;br /&gt;
[[file:EfT - kedr-klin 3.jpg|thumb|none|600px|Izhmash PP-9 &amp;quot;Klin&amp;quot; in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]]. It is only available for use by PMC's and can bought by the trader Peacekeeper. It is the most versatile of the SMG's and features two variants like the MP5, a standard variant and another variant with an Integral suppressor. It is the second fast firing SMG at 850 RPM and can attach the most attachments compared to the MP5. &lt;br /&gt;
[[file:SIG MPX.jpg|thumb|none|350px|SIG-Sauer MPX&amp;quot; - 9x19mm]]&lt;br /&gt;
[[file:EfT - SIG-Sauer MPX 1.jpg|thumb|none|600px|SIG-Sauer MPX in Unity engine.]]&lt;br /&gt;
[[file:EfT - SIG-Sauer MPX 2.jpg|thumb|none|600px|SIG-Sauer MPX in Unity engine.]]&lt;br /&gt;
[[file:EfT - SIG-Sauer MPX 3.jpg|thumb|none|600px|SIG-Sauer MPX in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS_Val#AS_Val|AS Val]].&lt;br /&gt;
[[file:AS Val.jpg|thumb|none|350px|AS Val - 9x39mm]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val menu 1.jpg|thumb|none|600px|AS Val in configuration menu. Left side.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val menu 2.jpg|thumb|none|600px|AS Val in configuration menu. Right side]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val holding.jpg|thumb|none|600px|The AS Val in first-person.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val reloading 1.jpg|thumb|none|600px|The Val with its magazine removed.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val reloading 2.jpg|thumb|none|600px|Placing in a new one.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val reloading 3.jpg|thumb|none|600px|Rechambering the AS Val.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val viu 2.jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val viu 1.jpg|thumb|none|600px|And the left.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M16_rifle_series#M4.2FM4A1_Carbine|Colt M4A1]].&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:EfT- Colt m4a1 4.jpg|thumb|none|600px|Colt M4A1 in Unity engine.]]&lt;br /&gt;
[[file:EfT- Colt m4a1 1.jpg|thumb|none|600px|Colt M4A1 in game.]]&lt;br /&gt;
[[file:EfT- Colt m4a1 2.jpg|thumb|none|600px|Colt M4A1 in game.]]&lt;br /&gt;
[[file:EfT- Colt m4a1 3.jpg|thumb|none|600px|Colt M4A1 in game. Note the gas tube protruding from the front of the handguard. The lack of a gas block would render the gun unable to cycle, making it essentially a straight-pull bolt action.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-74N==&lt;br /&gt;
The [[AK-74#AK-74|Izhmash AK-74N]] is available from Prapor at level 2, and can be purchased with or without ammunition. The weapon features plenty of customization options from manufacturers like Zenitco, CAA, Magpul, and TAPCO. The rifle can also be traded for, and that one features a black polymer stock and black polymer handguards.&lt;br /&gt;
[[file:AK-74 NTW 12 92.jpg|thumb|none|350px|Izhmash AK-74N - 5.45x39mm]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N menu 1.jpg|thumb|none|600px|The AK-74N in configuration menu.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N menu 2.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N holding.jpg|thumb|none|600px|The AK-74 in-game.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N reloading 1.jpg|thumb|none|600px|Pulling an empty 30-round magazine out.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N reloading 2.jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N reloading 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N viu 1.jpg|thumb|none|600px|Looking at one side of the rifle.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N viu 2.jpg|thumb|none|600px|And the other.]]&lt;br /&gt;
[[file:EfT - AK-74M 1.jpg|thumb|none|600px|The AK-74 with polymer furniture and a GP-30 in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Several flavors of the [[AKM]] are available in game:&lt;br /&gt;
&lt;br /&gt;
- The original [[AKM]] with a fixed wood stock. By default, it has a stamped receiver with no provision for mounting sights, but there is also an &amp;quot;AKMN&amp;quot; variant with the scope mount bracket on the left side of the receiver.&lt;br /&gt;
&lt;br /&gt;
- The [[AKMS]] with the underfolding stock, which can be folded to take up less inventory space. As with the regular AKM, there is a &amp;quot;AKMSN&amp;quot; variant with the side rail for mounting optics or a sight rail.&lt;br /&gt;
&lt;br /&gt;
- The VEPR KM / VPO-136 semi-automatic only carbine, a civilian variant of the AKM. It lacks the slant muzzle brake and is semi-automatic only, and is a bit cheaper in game and is used by Scavs. Fires the same 7.62x39mm ammunition as its select fire counterparts.&lt;br /&gt;
&lt;br /&gt;
- The Molot VPO-209 semi-automatic &amp;quot;shotgun,&amp;quot; another civilian variant of the AKM that is meant to be easy to acquire in real life as it falls under the classification of a shotgun by Russian government standards. It has a smoothbore barrel (with &amp;quot;paradox rifling&amp;quot; on the last 120mm) and fires the .366 TKM cartridge.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|350px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|350px|AKMS - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|Izhmash AKS-74U]] is one of the earlier and cheaper weapons that can purchased from the trader &amp;quot;Prapor&amp;quot;. They are somewhat uncommonly used by Scavs, who prefer Grach pistols, MP-133's, and 153's. Those that are carried by Scavs tend to lack top covers, stocks, and muzzle devices. It can be outfitted with a variety of custom furniture pieces, mostly ones from Zenitco. There are 2 variants, the AKS-74UN, which has a side rail for optics and optic mounts, and the AKS-74UB. The modeled UB is technically a UBN as it features a side rail for optics. In addition, the only muzzle device compatible with the UB is the PBS-4, and the weapon retains the RPK-style rear sight, but has the leaf sight itself removed.&lt;br /&gt;
[[file:AKSU-Krinkov.jpg|thumb|none|350px|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:EfT - AKS-74U 1.jpg|thumb|none|600px|Izhmash AKS-74U in Unity engine.]]&lt;br /&gt;
[[file:EfT - AKS-74U 2.jpg|thumb|none|600px|Izhmash AKS-74U in game.]]&lt;br /&gt;
[[file:EfT - AKS-74U 3.jpg|thumb|none|600px|Izhmash AKS-74U in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Izhmash SKS==&lt;br /&gt;
The [[SKS rifle|Izhmash SKS]].&lt;br /&gt;
[[file:Simonov-Russian-SKS45.jpg|thumb|none|350px|Izhmash SKS - 7.62x39mm]]&lt;br /&gt;
[[file:EfT - sks 1.jpg|thumb|none|600px|Izhmash SKS in Unity engine.]]&lt;br /&gt;
[[file:EfT - sks 2.jpg|thumb|none|600px|Izhmash SKS in Unity engine.]]&lt;br /&gt;
[[file:EfT - sks 3.jpg|thumb|none|600px|Izhmash SKS in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-43==&lt;br /&gt;
The [[Baikal IZH-43|Baikal MP-43]].&lt;br /&gt;
[[file:Baikal MP-43.jpg|thumb|none|350px|Baikal MP-43 - 12 Gauge]]&lt;br /&gt;
[[file:EfT - IZH-43 1.jpg|thumb|none|600px|Baikal MP-43 in game.]]&lt;br /&gt;
[[file:EfT - IZH-43 2.jpg|thumb|none|600px|Baikal MP-43 in Unity engine.]]&lt;br /&gt;
[[file:EfT - IZH-43 3.jpg|thumb|none|600px|Baikal MP-43 in Unity engine.]]&lt;br /&gt;
[[file:EfT - IZH-43 4.jpg|thumb|none|600px|Baikal MP-43 in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]].&lt;br /&gt;
[[file:Mp133-1.jpg|thumb|none|350px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
[[file:EfT - mp133 render.jpg|thumb|none|600px|Baikal MP-133 render.]]&lt;br /&gt;
[[file:EfT - mp133 1.jpg|thumb|none|600px|Baikal MP-133 in game.]]&lt;br /&gt;
[[file:EfT - mp133 2.jpg|thumb|none|600px|Baikal MP-133 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-153==&lt;br /&gt;
The [[Baikal MP-153]].&lt;br /&gt;
[[file:Baikal MP-153-SYNTHETIC11.jpg|thumb|none|350px|Baikal MP-153 - 12 gauge]]&lt;br /&gt;
[[file:EfT - mp153 1.jpg|thumb|none|600px|Baikal MP-153 in Unity engine.]]&lt;br /&gt;
[[file:EfT - mp153 2.jpg|thumb|none|600px|Baikal MP-153 in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Izhmash_Saiga_series_shotgun#Saiga_12|Izhmash Saiga-12K]].&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|350px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[file:EfT - saiga 1.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfTsaiga 2.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 3.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 4.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 5.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 6.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 7.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-106==&lt;br /&gt;
A fairly atypical shotgun design, the '''TOZ-106''' is bolt action, 20 gauge compact survival shotgun with an underfolding stock designed for civilian use. It is another popular Scav weapon, and feeds from detachable 3 or 5 round magazines.&lt;br /&gt;
[[File:TOZ-106.jpg|thumb|none|350px|TOZ-106 - 20 guage]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
The [[Izhmash SV-98]].&lt;br /&gt;
[[file:SV98.jpg|thumb|none|350px|Izhmash SV-98 - 7.62x54mmR]]&lt;br /&gt;
[[file:EfT - SV-98 4.jpg|thumb|none|600px|Izhmash SV-98 in Unity engine.]]&lt;br /&gt;
[[file:EfT - SV-98 3.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
[[file:EfT - SV-98 1.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
[[file:EfT - SV-98 2.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Lobaev DVL-10==&lt;br /&gt;
The [[Lobaev DVL-10]].&lt;br /&gt;
[[file:DVL-10M2.jpg|thumb|none|350px|Lobaev DVL-10 - 7.62×51mm NATO]]&lt;br /&gt;
[[file:EfT - Lobaev DVL-10 1.jpg|thumb|none|600px|Lobaev DVL-10 in Unity engine.]]&lt;br /&gt;
[[file:EfT - Lobaev DVL-10 2.jpg|thumb|none|600px|Lobaev DVL-10 in Unity engine.]]&lt;br /&gt;
[[file:EfT - Lobaev DVL-10 3.jpg|thumb|none|600px|Lobaev DVL-10 in Unity engine.]]&lt;br /&gt;
[[file:EfT - Lobaev DVL-10 4.jpg|thumb|none|600px|Lobaev DVL-10 in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R11 RSASS==&lt;br /&gt;
The [[Remington RSASS]] is also available in game, as an expensive but highly capable and modular 7.62x51mm rifle.&lt;br /&gt;
[[File:RSASS alt.jpg|thumb|none|350px|Remington RSASS with Leupold Mark 4 scope, Harris LM-S bipod, AAC Titan sound suppressor and Magpul PRS stock - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[AS_Val#VSS_Vintorez|VSS Vintorez]].&lt;br /&gt;
[[file:Vss1.jpg|thumb|none|350px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[file:EfT - VSS Vintorez 1.jpg|thumb|none|600px|VSS Vintorez in Unity engine.]]&lt;br /&gt;
[[file:EfT - VSS Vintorez 2.jpg|thumb|none|600px|VSS Vintorez in Unity engine.]]&lt;br /&gt;
[[file:EfT - VSS Vintorez 3.jpg|thumb|none|600px|VSS Vintorez in Unity engine.]]&lt;br /&gt;
[[file:EfT - VSS Vintorez 4.jpg|thumb|none|600px|VSS Vintorez in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
=Launchers=&lt;br /&gt;
==GP-34==&lt;br /&gt;
The [[GP-series grenade launcher|GP-34]].&lt;br /&gt;
[[file:Izhmash GP-34.jpg|thumb|none|350px|GP-34 - 40mm Caseless]]&lt;br /&gt;
[[file:EfT - gp-34.jpg|thumb|none|600px|GP-34 in game.]]&lt;br /&gt;
[[file:EfT - gp-34 ammo.jpg|thumb|none|600px|VOG-25 shells in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
The [[F-1 hand grenade]].&lt;br /&gt;
[[file:Deactivated f1.jpg|thumb|none|150px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]].&lt;br /&gt;
[[file:Rdg5.jpg|thumb|none|150px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha RGD-5 hand grenade 1.jpg|thumb|none|600px|RGD-5 hand grenade in game.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha RGD-5 hand grenade 2.jpg|thumb|none|600px|RGD-5 hand grenade in game.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha RGD-5 hand grenade 3.jpg|thumb|none|600px|RGD-5 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*''[[Contract Wars]]''&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Escape_from_Tarkov&amp;diff=1149367</id>
		<title>Escape from Tarkov</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Escape_from_Tarkov&amp;diff=1149367"/>
		<updated>2017-12-26T09:27:18Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Izhmash AKS-74U */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Escape from Tarkov&lt;br /&gt;
|picture = Escape from Tarkov logo 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= Russia 2028&lt;br /&gt;
|date= First alpha test - 1Q 2016 &lt;br /&gt;
|developer= BattleState Games&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher= BattleState Games&lt;br /&gt;
|genre=Online first-person shooter / MMOFPS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
'''''Escape from Tarkov''''' is a first-person shooter video game by BattleState Games. The game is set in the same Russia 2028 universe as ''[[Contract Wars]]''. The game features a highly detailed and realistic combat system, with subsystem damage, realistic weapon handling, a complex array of tactical maneuvers like leaning, and an equally detailed weapon modification system.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game ''Escape from Tarkov'': '''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Chiappa Rhino (20DS, 40DS, 50DS, 60DS)==&lt;br /&gt;
Every variant of the [[Chiappa Rhino]] has been shown in pre-release renders, but has not yet been added in any of the released versions of the game.&lt;br /&gt;
[[file:Chiappa Rhino 2&amp;quot;.jpg|thumb|none|250px|Chiappa Rhino 20DS - .357 Magnum.]]&lt;br /&gt;
[[file:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 60DS - .357 Magnum.]]&lt;br /&gt;
[[file:Eft - Chiappa Rhino 1.jpg|thumb|none|600px|The Rhino family, rendered in the Unity engine.]]&lt;br /&gt;
[[file:Eft - Chiappa Rhino 2.jpg|thumb|none|600px|A Rhino 60DS, showing off the removable sights.]]&lt;br /&gt;
[[file:Eft - Chiappa Rhino 3.jpg|thumb|none|600px|The Rhino 20DS...]]&lt;br /&gt;
[[file:Eft - Chiappa Rhino 4.jpg|thumb|none|600px|...and the 40DS.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov 6P9 PB==&lt;br /&gt;
The [[6P9 PB|Makarov 6P9 PB]] variant of the Makarov is available in the game. It spawns rarely on Scavengers and can be traded for bartering items by the Trader Prapor. Like the Makarov PM, only its grip and magazines can be removed. An 80 round drum magazine can also be attached to the weapon, however its exceedingly rare. &lt;br /&gt;
[[file:Pb-1.jpg|thumb|none|350px|6P9 PB - 9x18mm Makarov.]]&lt;br /&gt;
[[file:Eft - Makarov 6P9 PB 1.jpg|thumb|none|600px|A preview of the Makarov 6P9 PB.]]&lt;br /&gt;
[[file:Eft - Makarov 6P9 PB 2.jpg|thumb|none|600px|The disassembled PB.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov_PM#Makarov_PM|Makarov PM]] is a fairly common pistol in EFT. PMC's will have a few available in their stash and the weapon is fairly common loot in Military Cargo crates, Scavengers both Player and AI NPC's may occassionally use a Makarov PM as their starting weapon. A special variant exists in-game called the PM (t) which has a threaded barrel to accept sound suppressors. Currently only the grip and magazine can be removed from the weapon and an 80 round drum magazine is also available, albiet extremely rare. &lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|250px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM menu 1.jpg|thumb|none|600px|Left side of the Makarov in the weapon configuration menu.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM menu 2.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM holding.jpg|thumb|none|600px|The PM in-game.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM aim.jpg|thumb|none|600px|Aiming at the sky.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM reloading 1.jpg|thumb|none|600px|Pulling out an empty magazine.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM reloading 2.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM reloading 3.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM viu 1.jpg|thumb|none|600px|Inspecting the pistol.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Makarov PM viu 2.jpg|thumb|none|600px|Ditto; other side.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[Yarygin_PYa#MP-443_Grach|MP-443 Grach]] fills the role of a higher-end pistol found uncommonly in the game. The Russian BEAR's faction will give PMC's the pistol in their stash in the latest patch when chosen. Scav's can also spawn with the pistol as well with a few magazines on hand, on occassion a Scav may have their Grach equipped with an under-barrel weaponlight. Currently the weapon cannot be suppressed but it can accept attachments via its underbarrel rail and can be outfitted with a slide rail for attaching reflex optics. &lt;br /&gt;
[[file:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[file:EfT - MP-443 Grach 2.jpg|thumb|none|600px|Pre-release stills of the MP-443 Grach.]]&lt;br /&gt;
[[file:EfT - MP-443 Grach 3.jpg|thumb|none|600px|The MP-443 Grach in the Unity engine.]]&lt;br /&gt;
[[file:EfT - MP-443 Grach 4.jpg|thumb|none|600px|Renders of the MP-443's details.]]&lt;br /&gt;
[[file:EfT - MP-443 Grach 1.jpg|thumb|none|600px|An early render of the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[P226#SIG-Sauer_P226|SIG-Sauer P226R]] is the only non-Russian pistol available in the game so far primarily issued to the USEC Faction of which PMC's will get some in their stash when the faction is chosen. The weapon also is available for Scavengers albiet sometimes missing its front and rear sight and rarely equipped with an underbarrel weaponlight. &lt;br /&gt;
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[file:EFT-SIG-1.jpg|thumb|none|600px|The SIG-Sauer P226 in Unity engine.]]&lt;br /&gt;
[[file:EfT- P226R 1.jpg|thumb|none|600px|The pistol, disassembled .]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev_TT-33_Pistol#Tokarev_TT-33|Tokarev TT-33]] is a dated, but viable pistol available in the game. It is infrequently carried by AI Scav's in-game and is a rare spawn for Player Scav's. Currently the TT-33 is the only weapon to utilise the 7,62x25mm round of which 7 types are available. Currently it is the most powerful pistol, dropping a PMC or Scav in about two or three shots without armor depending on the round type. Additionally the TT-33 can be outfitted with a &amp;quot;home-spun&amp;quot; threaded barrel and an home-made suppressor, making it one of the earliest and most cost effective suppressed pistols currently in the game. &lt;br /&gt;
[[file:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm]]&lt;br /&gt;
[[file:Eft - Tokarev TT-33 1.jpg|thumb|none|600px|A preview of the Tokarev.]]&lt;br /&gt;
[[file:Eft - Tokarev TT-33 2.jpg|thumb|none|600px|Details of the TT.]]&lt;br /&gt;
&lt;br /&gt;
==Stetchkin APS==&lt;br /&gt;
The [[Stechkin APS]] has been confirmed by developers and officially announced, but not yet added. &lt;br /&gt;
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|400px|Stetchkin APS - 9x18mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|H&amp;amp;K MP5]] is available in the game. Currently it is not used by any Scavengers and only acquired by PMC's via the trader &amp;quot;Peacekeeper&amp;quot; once sufficent reputation has been gained. The version featured in-game appears to be either an A4 or an A5 model due to the four position fire selector but is described in-game as being a Navy Model. It comes available in two variants initially, an MP5A4 and an MP5SD5 both of which are fitted with fixed stocks and only differing slightly in price value. Players can customize the MP5 extensively by removing the Fixed Stock for a collapsible Stock however it cannot currently mount under-barrel attachments such as flashlights or grips. A drum magazine was announced on December 9th, 2017.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|MP5A2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz|Izhmash PP-19-01 Vityaz]]. Currently it is not used by Scavengers and only acquired by PMC's from purchasing it from the Trader Prapor at level 1 reputation. Currently the weapon is the cheapest of the SMG's and the earliest the player can modify extensively. In the current patch, changes were made to address the weapons viscious recoil whch has been rectified. &lt;br /&gt;
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|350px|Izhmash PP-19-01 Vityaz - 9x19mm]]&lt;br /&gt;
[[file:EfT - PP-19-01 Vityaz 1.jpg|thumb|none|600px|Izhmash PP-19-01 Vityaz in Unity engine.]]&lt;br /&gt;
[[file:EfT - PP-19-01 Vityaz 2.jpg|thumb|none|600px|Izhmash PP-19-01 Vityaz in Unity engine.]]&lt;br /&gt;
[[file:EfT - PP-19-01 Vityaz 3.jpg|thumb|none|600px|Izhmash PP-19-01 Vityaz in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-91 &amp;quot;Kedr&amp;quot;==&lt;br /&gt;
The [[Kedr_PP-91#Kedr_PP-91|Izhmash PP-91 &amp;quot;Kedr&amp;quot;]]. There are two variants in-game, the standard &amp;quot;Kedr&amp;quot; and the &amp;quot;Kedr-B&amp;quot;. The &amp;quot;B&amp;quot; variant features a threaded barrel to accept sound suppressors and other muzzle devices. Currently the &amp;quot;Kedr&amp;quot; is infrequently used by AI Scav's in world and can be bought by the Trader Prapor, the &amp;quot;Kedr-B&amp;quot; can be traded with Prapor for various barting items. Currently the &amp;quot;Kedr&amp;quot; is the most powerful of the SMG's for two reasons, it has the fastest rate of fire at 900 RPM and can utilise various 9x18mm Hollow Point or Armor Peircing ammunition. The weapon can be outfitted with sight rails and can utilise 20 round or 30 round stick magaiznes. &lt;br /&gt;
[[file:Pp-91 kedr 30rmag.jpg|thumb|none|350px|Izhmash PP-91 &amp;quot;Kedr&amp;quot; - 9x18mm]]&lt;br /&gt;
[[file:EfT - kedr-klin 1.jpg|thumb|none|600px|Izhmash PP-91 &amp;quot;Kedr&amp;quot; in Unity engine.]]&lt;br /&gt;
[[file:EfT - kedr-klin 2.jpg|thumb|none|600px|Izhmash PP-91 &amp;quot;Kedr&amp;quot; in Unity engine.]]&lt;br /&gt;
[[file:EfT - kedr-klin 3.jpg|thumb|none|600px|Izhmash PP-91 &amp;quot;Kedr&amp;quot; in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-9 &amp;quot;Klin&amp;quot;==&lt;br /&gt;
The [[Kedr_PP-91#Klin_PP-9|Izhmash PP-9 &amp;quot;Klin&amp;quot;]]. It is a special variant available and is a very rare spawn for AI Scavengers and can be traded with Prapor. It has slightly different recoil patterns than the &amp;quot;Kedr&amp;quot; but can utilise the same attachments and magazines. &lt;br /&gt;
[[file:Klin1.jpg|thumb|none|350px|Izhmash PP-9 &amp;quot;Klin&amp;quot; - 9x18mm PMM]]&lt;br /&gt;
[[file:EfT - kedr-klin 1.jpg|thumb|none|600px|Izhmash PP-9 &amp;quot;Klin&amp;quot; in Unity engine.]]&lt;br /&gt;
[[file:EfT - kedr-klin 2.jpg|thumb|none|600px|Izhmash PP-9 &amp;quot;Klin&amp;quot; in Unity engine.]]&lt;br /&gt;
[[file:EfT - kedr-klin 3.jpg|thumb|none|600px|Izhmash PP-9 &amp;quot;Klin&amp;quot; in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]]. It is only available for use by PMC's and can bought by the trader Peacekeeper. It is the most versatile of the SMG's and features two variants like the MP5, a standard variant and another variant with an Integral suppressor. It is the second fast firing SMG at 850 RPM and can attach the most attachments compared to the MP5. &lt;br /&gt;
[[file:SIG MPX.jpg|thumb|none|350px|SIG-Sauer MPX&amp;quot; - 9x19mm]]&lt;br /&gt;
[[file:EfT - SIG-Sauer MPX 1.jpg|thumb|none|600px|SIG-Sauer MPX in Unity engine.]]&lt;br /&gt;
[[file:EfT - SIG-Sauer MPX 2.jpg|thumb|none|600px|SIG-Sauer MPX in Unity engine.]]&lt;br /&gt;
[[file:EfT - SIG-Sauer MPX 3.jpg|thumb|none|600px|SIG-Sauer MPX in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS_Val#AS_Val|AS Val]].&lt;br /&gt;
[[file:AS Val.jpg|thumb|none|350px|AS Val - 9x39mm]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val menu 1.jpg|thumb|none|600px|AS Val in configuration menu. Left side.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val menu 2.jpg|thumb|none|600px|AS Val in configuration menu. Right side]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val holding.jpg|thumb|none|600px|The AS Val in first-person.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val reloading 1.jpg|thumb|none|600px|The Val with its magazine removed.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val reloading 2.jpg|thumb|none|600px|Placing in a new one.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val reloading 3.jpg|thumb|none|600px|Rechambering the AS Val.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val viu 2.jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha AS Val viu 1.jpg|thumb|none|600px|And the left.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M16_rifle_series#M4.2FM4A1_Carbine|Colt M4A1]].&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:EfT- Colt m4a1 4.jpg|thumb|none|600px|Colt M4A1 in Unity engine.]]&lt;br /&gt;
[[file:EfT- Colt m4a1 1.jpg|thumb|none|600px|Colt M4A1 in game.]]&lt;br /&gt;
[[file:EfT- Colt m4a1 2.jpg|thumb|none|600px|Colt M4A1 in game.]]&lt;br /&gt;
[[file:EfT- Colt m4a1 3.jpg|thumb|none|600px|Colt M4A1 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-74N==&lt;br /&gt;
The [[AK-74#AK-74|Izhmash AK-74N]].&lt;br /&gt;
[[file:AK-74 NTW 12 92.jpg|thumb|none|350px|Izhmash AK-74N - 5.45x39mm]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N menu 1.jpg|thumb|none|600px|The AK-74N in configuration menu.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N menu 2.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N holding.jpg|thumb|none|600px|The AK-74 in-game.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N reloading 1.jpg|thumb|none|600px|Pulling an empty 30-round magazine out.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N reloading 2.jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N reloading 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N viu 1.jpg|thumb|none|600px|Looking at one side of the rifle.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha Izhmash AK-74N viu 2.jpg|thumb|none|600px|And the other.]]&lt;br /&gt;
[[file:EfT - AK-74M 1.jpg|thumb|none|600px|The AK-74 with polymer furniture and a GP-30 in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]].&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|350px|AKM 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74U==&lt;br /&gt;
The [[AK-74#AKS-74U|Izhmash AKS-74U]] is one of the earlier and cheaper weapons that can purchased from the trader &amp;quot;Prapor&amp;quot;. They are somewhat uncommonly used by Scavs, who prefer Grach pistols, MP-133's, and 153's. Those that are carried by Scavs tend to lack top covers, stocks, and muzzle devices. It can be outfitted with a variety of custom furniture pieces, mostly ones from Zenitco. There are 2 variants, the AKS-74UN, which has a side rail for optics and optic mounts, and the AKS-74UB. The modeled UB is technically a UBN as it features a side rail for optics. In addition, the only muzzle device compatible with the UB is the PBS-4, and the weapon retains the RPK-style rear sight, but has the leaf sight itself removed.&lt;br /&gt;
[[file:AKSU-Krinkov.jpg|thumb|none|350px|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:EfT - AKS-74U 1.jpg|thumb|none|600px|Izhmash AKS-74U in Unity engine.]]&lt;br /&gt;
[[file:EfT - AKS-74U 2.jpg|thumb|none|600px|Izhmash AKS-74U in game.]]&lt;br /&gt;
[[file:EfT - AKS-74U 3.jpg|thumb|none|600px|Izhmash AKS-74U in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Izhmash SKS==&lt;br /&gt;
The [[SKS rifle|Izhmash SKS]].&lt;br /&gt;
[[file:Simonov-Russian-SKS45.jpg|thumb|none|350px|Izhmash SKS - 7.62x39mm]]&lt;br /&gt;
[[file:EfT - sks 1.jpg|thumb|none|600px|Izhmash SKS in Unity engine.]]&lt;br /&gt;
[[file:EfT - sks 2.jpg|thumb|none|600px|Izhmash SKS in Unity engine.]]&lt;br /&gt;
[[file:EfT - sks 3.jpg|thumb|none|600px|Izhmash SKS in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3==&lt;br /&gt;
The [[G3]].&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|350px|H&amp;amp;K G3A2 - 7.62x51mm/.308Win]]&lt;br /&gt;
The G3 has been confirmed by developers, but not yet officially announced, and no EFT photos have been released as of this edit.&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Baikal MP-43==&lt;br /&gt;
The [[Baikal IZH-43|Baikal MP-43]].&lt;br /&gt;
[[file:Baikal MP-43.jpg|thumb|none|350px|Baikal MP-43 - 12 Gauge]]&lt;br /&gt;
[[file:EfT - IZH-43 1.jpg|thumb|none|600px|Baikal MP-43 in game.]]&lt;br /&gt;
[[file:EfT - IZH-43 2.jpg|thumb|none|600px|Baikal MP-43 in Unity engine.]]&lt;br /&gt;
[[file:EfT - IZH-43 3.jpg|thumb|none|600px|Baikal MP-43 in Unity engine.]]&lt;br /&gt;
[[file:EfT - IZH-43 4.jpg|thumb|none|600px|Baikal MP-43 in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
The [[Baikal MP-133]].&lt;br /&gt;
[[file:Mp133-1.jpg|thumb|none|350px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
[[file:EfT - mp133 render.jpg|thumb|none|600px|Baikal MP-133 render.]]&lt;br /&gt;
[[file:EfT - mp133 1.jpg|thumb|none|600px|Baikal MP-133 in game.]]&lt;br /&gt;
[[file:EfT - mp133 2.jpg|thumb|none|600px|Baikal MP-133 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-153==&lt;br /&gt;
The [[Baikal MP-153]].&lt;br /&gt;
[[file:Baikal MP-153-SYNTHETIC11.jpg|thumb|none|350px|Baikal MP-153 - 12 gauge]]&lt;br /&gt;
[[file:EfT - mp153 1.jpg|thumb|none|600px|Baikal MP-153 in Unity engine.]]&lt;br /&gt;
[[file:EfT - mp153 2.jpg|thumb|none|600px|Baikal MP-153 in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
The [[Izhmash_Saiga_series_shotgun#Saiga_12|Izhmash Saiga-12K]].&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|350px|Izhmash Saiga-12K - 12 gauge]]&lt;br /&gt;
[[file:EfT - saiga 1.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfTsaiga 2.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 3.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 4.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 5.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 6.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
[[file:EfT - saiga 7.jpg|thumb|none|600px|Izhmash Saiga-12K in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Izhmash SV-98==&lt;br /&gt;
The [[Izhmash SV-98]].&lt;br /&gt;
[[file:SV98.jpg|thumb|none|350px|Izhmash SV-98 - 7.62x54mmR]]&lt;br /&gt;
[[file:EfT - SV-98 4.jpg|thumb|none|600px|Izhmash SV-98 in Unity engine.]]&lt;br /&gt;
[[file:EfT - SV-98 3.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
[[file:EfT - SV-98 1.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
[[file:EfT - SV-98 2.jpg|thumb|none|600px|Izhmash SV-98 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Lobaev DVL-10==&lt;br /&gt;
The [[Lobaev DVL-10]].&lt;br /&gt;
[[file:DVL-10M2.jpg|thumb|none|350px|Lobaev DVL-10 - 7.62×51mm NATO]]&lt;br /&gt;
[[file:EfT - Lobaev DVL-10 1.jpg|thumb|none|600px|Lobaev DVL-10 in Unity engine.]]&lt;br /&gt;
[[file:EfT - Lobaev DVL-10 2.jpg|thumb|none|600px|Lobaev DVL-10 in Unity engine.]]&lt;br /&gt;
[[file:EfT - Lobaev DVL-10 3.jpg|thumb|none|600px|Lobaev DVL-10 in Unity engine.]]&lt;br /&gt;
[[file:EfT - Lobaev DVL-10 4.jpg|thumb|none|600px|Lobaev DVL-10 in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[AS_Val#VSS_Vintorez|VSS Vintorez]].&lt;br /&gt;
[[file:Vss1.jpg|thumb|none|350px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[file:EfT - VSS Vintorez 1.jpg|thumb|none|600px|VSS Vintorez in Unity engine.]]&lt;br /&gt;
[[file:EfT - VSS Vintorez 2.jpg|thumb|none|600px|VSS Vintorez in Unity engine.]]&lt;br /&gt;
[[file:EfT - VSS Vintorez 3.jpg|thumb|none|600px|VSS Vintorez in Unity engine.]]&lt;br /&gt;
[[file:EfT - VSS Vintorez 4.jpg|thumb|none|600px|VSS Vintorez in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
=Launchers=&lt;br /&gt;
==GP-34==&lt;br /&gt;
The [[GP-series grenade launcher|GP-34]].&lt;br /&gt;
[[file:Izhmash GP-34.jpg|thumb|none|350px|GP-34 - 40mm Caseless]]&lt;br /&gt;
[[file:EfT - gp-34.jpg|thumb|none|600px|GP-34 in game.]]&lt;br /&gt;
[[file:EfT - gp-34 ammo.jpg|thumb|none|600px|VOG-25 shells in Unity engine.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
The [[F-1 hand grenade]].&lt;br /&gt;
[[file:Deactivated f1.jpg|thumb|none|150px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]].&lt;br /&gt;
[[file:Rdg5.jpg|thumb|none|150px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha RGD-5 hand grenade 1.jpg|thumb|none|600px|RGD-5 hand grenade in game.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha RGD-5 hand grenade 2.jpg|thumb|none|600px|RGD-5 hand grenade in game.]]&lt;br /&gt;
[[file:Escape from Tarkov Alpha RGD-5 hand grenade 3.jpg|thumb|none|600px|RGD-5 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1124628</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1124628"/>
		<updated>2017-08-30T04:57:14Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* CZ Scorpion Evo 3 S1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six: Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Offical Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in Rainbow Six: Siege have &amp;quot;charm mounts&amp;quot;, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six: Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==FN Five-seveN Mark 2==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is used by the FBI SWAT Operators and Recruits. It appears as the &amp;quot;5.7 USG&amp;quot;.&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - FN 5.7×28mm. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|FN Five-seveN Mark 2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|The player holds the FN Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|The player aims the FN Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|The player reloads the FN Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|The player reloads the FN Five-seveN Mark 2.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is used by the GIGN Operators and Recruits. It appears as the &amp;quot;P9&amp;quot;.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The player holds the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|The player aims the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|The player reloads the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|The player reloads the FNP-9.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
The [[GSh-18]] is used by the Spetsnaz Operators and Recruits.&lt;br /&gt;
[[File:Gsh18-l.jpg|thumb|none|350px|GSh-18 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|The player holds the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|The player aims the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|The player reloads the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|The player reloads the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]] is used by the German GSG-9 operatives. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45ACP USP Tactical, only 10 or 12 round magazines exist for .45ACP version.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch USP Tactical.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch USP Tactical.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch USP Tactical.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch USP Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is used by the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot;.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg‎|thumb|600px|none|M45/MEU(SOC) in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|The player holds the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|The player aims the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|The player reloads the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|The player reloads the M45/MEU(SOC).]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though called a PMM, the model shown is acually the older [[Makarov PM]]. It used by the Spetsnaz Operators and Recruits.&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|350px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The player holds the Makarov PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|The player aims the Makarov PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|The player reloads the Makarov PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|The player reloads the Makarov PM.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] is used by the SAS Operators and Recruits.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|The player holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|The player aims the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|The player reloads the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|The player reloads the P226 Mk 25.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] is used by the GIGN Operators and Recruits. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. &lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The player holds the Smith &amp;amp; Wesson Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|The player aims the Smith &amp;amp; Wesson Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|The player reloads the Smith &amp;amp; Wesson Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|The player reloads the Smith &amp;amp; Wesson Model 586.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 Operators that appeared in the Operation Black Ice expansion. It incorrectly appears as the &amp;quot;MK1 9mm&amp;quot;.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|MK1 9mm in lobby.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators that appeared from the Operation Dust Line expansion. It appears as the &amp;quot;D-50&amp;quot;. With the release of Operation Velvet Shell the finish was changed to black.&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|D-50 in lobby. Old finish.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|D-50 in lobby. Current version.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds.&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm.]]&lt;br /&gt;
[[File:Taurus-PT92AF.jpg|thumb|none|350px|Taurus PT92AF (blued) for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|PRB92 in lobby. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in lobby.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sight view.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though.....]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion. It appears as the &amp;quot;P229&amp;quot;.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in lobby. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the SIG.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's SIG P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by the GEO Operators from the Operation Velvet Shell expansion. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 in lobby.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish '''PR-15 Ragun''' was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela. It features a permanently-attached SIG ROMEO1 reflex sight which is exclusive to this pistol only in-game.&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Most of the Submachine Guns are available only to Defenders in Multiplayer, with the exception of the MAC-11, Minebea M-9 and the UDP. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|350px|FN P90 TR with optics removed and empty magazine - 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The player holds the FN P90 TR.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN. It appears as the &amp;quot;MP5&amp;quot;.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game, issued to SAS Defenders.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|350px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch MP5K-PDW.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch MP5K-PDW.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5K-PDW.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5K-PDW.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defense Recruit and Bandit. For some reason, it has a 30 round magazine capacity despite being modeled with the 40 round magazine, the developers also thought that the charging handle is always in its pulled back position, as it's been permanently modeled so and is even visible on HUD icons (Although this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. As of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead).&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in lobby (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch MP7A1 (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP7A1.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|Heckler &amp;amp; Koch UMP45 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz|Izhmash PP-19-01 Vityaz-SN]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[file:VityazsnOSN.jpg |thumb|none|350px|PP-19-01 Vityaz-SN - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-11==&lt;br /&gt;
A [[MAC-11]] with the upper receiver of a Masterpiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in [[Watch_Dogs]]. The shape of the ejection port denotes it as the .45 version. It is exclusively used as a sidearm by Sledge, Smoke, and SAS Recruits. &lt;br /&gt;
[[file:Mpa10sst.jpg|thumb|none|350px|Masterpiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in lobby, note the stock similar to a Micro-Uzi's.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|The player aims the MPA10SST sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M11. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is exclusively used by Smoke or the SAS Defender Recruit.&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player holds the Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|The player aims the Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|The player reloads the Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|The player reloads the Magpul FMG-9.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of Sterling SMG, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost.&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|350px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|9mm C1 in lobby.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG incorrectly by gripping the magazine.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG correctly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It also inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL Operator Valkyrie. It is referred to as the &amp;quot;MPX&amp;quot;.&lt;br /&gt;
[[file:SIG_MPX.jpg|thumb|none|350px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in lobby.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|350px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in lobby.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo. It is referred to as the &amp;quot;MP5SD&amp;quot;.&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|MP5SD in lobby. Note the original SEF trigger group indicating the model being MP5SD2. A KAC M4 RIS is also zip-tied to the handguard.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking a high tech display of some Tokyo towers.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Iron sights of the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, same as the other faction's MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Fresh magazine loaded...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and the aftermath of a gentle HK-slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is a sidearm available to the Japanese SAT Operators. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|350px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in lobby. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO attacker Jackal, unlike the other submachine guns. It feeds from 50-round drum magazines and has a Rainier Arms ambidextrous charging handle.&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|350px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in lobby.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==TDI / KRISS USA Vector==&lt;br /&gt;
The [[TDI_Vector|TDI / KRISS USA Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot;, and is exclusive to the GEO Operator &amp;quot;Mira&amp;quot;.&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in lobby. Note the Magpul UBR stock.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She JS 9mm==&lt;br /&gt;
The [[QCW-05#Jian_She_JS_9mm|Jian She JS 9mm]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|350px|Jian She JS 9mm - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jian She JS 9mm in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. It uses magazines fitted with CZ Custom magazine extensions, giving them an accurate capacity of 50 rounds. It also sports a HB Industries THETA trigger in an odd green color, and the extended receiver features Picatinny rails instead of M-LOK slots, akin to the original sub-machine gun.&lt;br /&gt;
[[Image:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|350px|CZ Scorpion Evo 3 S1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
With the exception of the HK416C, these weapons are only usable by Attackers in Multiplayer.&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to the SAS Attackers. It often used by terrorists in the Terrorist Hunt mode. &lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|350px|none|Enfield L85A2 with magazine removed, railed fore-end, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The player holds the Enfield L85A2.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|The player aims the Enfield L85A2.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|The player reloads the Enfield L85A2.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|The player reloads the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and so far incorrectly holds 30 rounds in 25-round magazines. It is used by the GIGN Attacker Recruit and Operator Twitch.&lt;br /&gt;
[[file:Famas.jpg|thumb|350px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|Heckler &amp;amp; Koch G36C]] is available in the game, and exclusively used by FBI Attacker Ash. &lt;br /&gt;
[[file:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|The player holds the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|The player aims the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|The player reloads the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|The player reloads the G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher and SAS recruits. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch HK33A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch HK33A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK33A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK33A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C CARBINE&amp;quot;. It is the only assault rifle usable on the Defender's side; issued to the GSG-9 Recruit and Jäger.&lt;br /&gt;
[[file:HK416C.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK416C in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK416C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to the GIGN attacker recruit and Twitch. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is modeled solid instead of transparent, but the in-game capacity is only 10 rounds.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch HK417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch HK417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK417.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-12==&lt;br /&gt;
The final prototype variation of the [[AK-12]] is issued to the Spetsnaz recruit and Fuze.&lt;br /&gt;
[[file:Ak-12.jpg|thumb|350px|none|Izhmash AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|Cocking the AK-12. Unlike other games, the bolt is shown locking open, which is a feature of the current production model AK-12. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available to the FBI SWAT recruit and offensive Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|350px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used by GSG-9 Attacker recruits and IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|350px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The player holds the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|The player aims the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|The player reloads the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|The player reloads the SIG SG 552.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 556xi==&lt;br /&gt;
The [[SIG SG 556|SIG SG 556xi]] is available to the FBI recruit and operative Thermite.&lt;br /&gt;
[[file:Sg556xi.jpg|thumb|350px|none|SIG SG 556xi - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG SG 556xi in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|The player holds the SIG SG 556xi.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|The player aims the SIG SG 556xi.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|The player reloads the SIG SG 556xi.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|The player reloads the SIG SG 556xi. Originally, it was the only assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is available in the game to the GSG-9 recruit and IQ. It is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|350px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|The player holds the Steyr AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|The player aims the Steyr AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|The player reloads the Steyr AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|The player reloads the Steyr AUG A2.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;C8-SFW&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in lobby.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;. The weapon features L1A1 SLR's synthetic furniture for stock and handguard.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|350px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|350px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|CAMRS in lobby.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|350px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in lobby.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] has been available in the game since the Operation Dust Line expansion was released. It is a second choice for Blackbeard.&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|350px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in lobby.]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Imbel ParaFAL==&lt;br /&gt;
A hybrid of a presumed [[FN_FAL#DSA_SA58_OSW|MBEL M964 ParaFAL]] with the shorter barrel of the DSA SA58 OSW carbine is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and feeds from extended straight 30 round magazines.&lt;br /&gt;
[[File:ModernparaFAL.JPG|thumb|none|350px|IMBEL M964 A1 MD1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|400px|DS Arms SA58 OSW with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in lobby. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|350px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in lobby.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to the mounted DP-28, Machine Guns are issued only to Attackers. As with the MAC-11, the open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka can deploy a tripod-mounted [[Degtyaryov DP-28]]. Despite being referred as the RP-46 (belt-fed version with a pistol grip), it has the original buttstock and magazines (with an incorrect 60-round capacity instead of 47) of the DP-28, and Tachanka does refer to it as &amp;quot;DP-28&amp;quot; sometimes when deploying it. Tachanka has been said to seek out original Soviet-made parts for his weapon, however, and even going so far as to mill his own if he can't find such, making it possible that he's modified an RP-46 into a weapon resembling the DP-28.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|350px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-28 mounted on its tripod. Note the shortened barrel.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed on his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|The player holds the Degtyaryov DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|The player aims the Degtyaryov DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|The player reloads the Degtyaryov DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|The player reloads the Degtyaryov DP-28.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G8A1==&lt;br /&gt;
The G8A1 is the German Military version of the [[Heckler &amp;amp; Koch HK11|Heckler &amp;amp; Koch HK11A1]] and is available in the game for IQ and the GSG-9 Recruit. It has a G3 rear sight, added rails, and uses X Products X-91 50-round drum magazines.&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|Heckler &amp;amp; Koch G8A1 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch G8A1.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch G8A1.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch G8A1.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch G8A1.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz Recruit and Fuze. Some suicide bombers also use it in Terrorist Hunt; they are a force to be reckoned with.&lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|350px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|PKP Pecheneg in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|The player holds the PKP Pecheneg.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|The player aims the PKP Pecheneg.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|The player reloads the PKP Pecheneg.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|The player reloads the PKP Pecheneg.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 Paratrooper SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish, similar to his SA58 OSW. As usual, it incorrectly tracks a round in the chamber.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|350px|M249 SAW Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in lobby.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as it reaches zero, unfortunately.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBB-95==&lt;br /&gt;
The [[Norinco_QB_rifle_series#Norinco_QBB-95|Norinco QBB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is udable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QBB is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|350px|none|Norinco QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QBB-95 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game. Although in-game M4 hold 8 rounds, it is modeled with a 4-round civilian magazine-tube. The M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg‎|thumb|none|350px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The player holds the Benelli M4 Super 90.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|The player aims the Benelli M4 Super 90.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4 Super 90.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS COMPACT==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS COMPACT]] with a pistol grip and side folding wire stock is appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon.&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|350px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg‎|thumb|none|350px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|The player holds the FABARM SDASS Compact.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|The player aims the FABARM SDASS Compact.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|The player reloads the FABARM SDASS Compact.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|The player reloads the FABARM SDASS Compact.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
A custom [[Saiga 12|Saiga-12K]] is appears as the &amp;quot;SASG-12&amp;quot; (which [[The Division]] followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though the attacker recruit may use it as well. &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|350px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege vepr-12.jpg|thumb|600px|none|Custom Saiga-12K in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|The player holds the Custom Saiga-12K.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|The player aims the Custom Saiga-12K]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|The player reloads the Custom Saiga-12K.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|The player reloads the Custom Saiga-12K. Despite being modeled with an ambidextrous charging handle, it reuses the same animation from the Vityaz-SN.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles.&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|350px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 (Custom Shorty)==&lt;br /&gt;
An unknown custom [[Remington Model 870]] with a tri-rail foregrip, heat-shield/top rail, flip-up iron sights, a pistol grip, and an M4 stock appears in the game. It somehow holds 6 shells in a tube that could hold 4 at best. It is available to the GSG-9, by the Attacker Recruit and by both Defenders&lt;br /&gt;
[[File:SBS4E5REM 870.jpg|thumb|350px|none|Remington 870 with Aimtec Warhammer rail system, FAB Defense stock and pump, MAGPUL Back-Up Sights, and 1st generation Bushnell Holosight - 12 gauge. This is the screen-used gun from ''[[Strike Back - Season 4]]'']]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|Custom short Remington Model 870 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|The player holds the shorty 870 .]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading the custom 870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|350px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in lobby.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching shotgun. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|350px|none|Standalone version of M26 MASS - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in lobby.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in lobby.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] has been available in the game since the Operation Dust Line expansion was released, and is used by Valkyrie. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|350px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in lobby.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in Far Cry 3 and 4.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|She holds the shotgun upside down to load the tube with her right hand, similar to the FBI's M1014.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|350px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in lobby.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] has been available in the game since the Operation Red Crow expansion release, and is available to both SAT Operators. It is less powerful than other pump action shotguns, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|350px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
The [[FABARM STF 12]] is available for both G.E.O. operators introduced in Operation Velvet Shell, and comes in two variants, the Pistolgrip F.E. as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;.&lt;br /&gt;
[[File:Fabarm STF12 COMPACT.jpg|thumb|none|450px|FABARM STF 12 Compact - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in lobby.]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in lobby.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for operator Lesion.&lt;br /&gt;
[[Image:Crye_Precision_SIX12_2016.jpg|thumb|none|350px|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Six12 Suppressed.jpg|thumb|none|350px|Crye Precision Six12 with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|SIX12 in lobby. Note how this one has the buttpad of the SD variant above...]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|SIX12 SD in lobby...While this one has the buttpad of the normal variant's reference image.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|350px|Fostech Origin-12 SBS - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] is appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. It is fitted with a rather odd red-tinted magnifier, called the &amp;quot;HDS Flip Sight&amp;quot;, that can be flipped into or out of the main sight plane; unusually, this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. In a more recent patch, this was changed to a magnifier with a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing. It also has some of the best armor penetration in the game, capable of piercing a wide variety of surfaces with a minimal loss of damage.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|350px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier. The rather heavy red tint was toned down in a later patch.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. Ingame it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies; a round that directly impacts an enemy will simply deal impact damage and bounce off.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]].]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==C4==&lt;br /&gt;
Appears as &amp;quot;Nitro Cell,&amp;quot; detonated by a cellphone remote.&lt;br /&gt;
[[file:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[file:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[file:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m84 grenade.jpg‎|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[file:RainbowSix Siege m84 grenade holding 1.jpg‎|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for operators Twitch, Thermite, Glaz, and Thatcher.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|600px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Izhmash PP-19 Bizon==&lt;br /&gt;
Map Clubhouse, in the basement&lt;br /&gt;
[[File:Bizon1.jpg‎|thumb|none|350px]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|350px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg||thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|350px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Map Clubhouse, in the basement&lt;br /&gt;
[[File:Rpg-7.jpg‎|thumb|none|350px]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;br /&gt;
[[Category: Crime]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1124602</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1124602"/>
		<updated>2017-08-29T21:27:40Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* CZ Scorpion Evo 3 S1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six: Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Offical Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in Rainbow Six: Siege have &amp;quot;charm mounts&amp;quot;, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six: Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==FN Five-seveN Mark 2==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is used by the FBI SWAT Operators and Recruits. It appears as the &amp;quot;5.7 USG&amp;quot;.&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - FN 5.7×28mm. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|FN Five-seveN Mark 2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|The player holds the FN Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|The player aims the FN Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|The player reloads the FN Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|The player reloads the FN Five-seveN Mark 2.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is used by the GIGN Operators and Recruits. It appears as the &amp;quot;P9&amp;quot;.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The player holds the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|The player aims the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|The player reloads the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|The player reloads the FNP-9.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
The [[GSh-18]] is used by the Spetsnaz Operators and Recruits.&lt;br /&gt;
[[File:Gsh18-l.jpg|thumb|none|350px|GSh-18 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|The player holds the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|The player aims the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|The player reloads the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|The player reloads the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]] is used by the German GSG-9 operatives. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45ACP USP Tactical, only 10 or 12 round magazines exist for .45ACP version.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch USP Tactical.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch USP Tactical.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch USP Tactical.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch USP Tactical.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is used by the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot;.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg‎|thumb|600px|none|M45/MEU(SOC) in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|The player holds the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|The player aims the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|The player reloads the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|The player reloads the M45/MEU(SOC).]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though called a PMM, the model shown is acually the older [[Makarov PM]]. It used by the Spetsnaz Operators and Recruits.&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|350px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The player holds the Makarov PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|The player aims the Makarov PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|The player reloads the Makarov PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|The player reloads the Makarov PM.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] is used by the SAS Operators and Recruits.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|The player holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|The player aims the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|The player reloads the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|The player reloads the P226 Mk 25.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] is used by the GIGN Operators and Recruits. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. &lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The player holds the Smith &amp;amp; Wesson Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|The player aims the Smith &amp;amp; Wesson Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|The player reloads the Smith &amp;amp; Wesson Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|The player reloads the Smith &amp;amp; Wesson Model 586.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 Operators that appeared in the Operation Black Ice expansion. It incorrectly appears as the &amp;quot;MK1 9mm&amp;quot;.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|MK1 9mm in lobby.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators that appeared from the Operation Dust Line expansion. It appears as the &amp;quot;D-50&amp;quot;. With the release of Operation Velvet Shell the finish was changed to black.&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|D-50 in lobby. Old finish.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|D-50 in lobby. Current version.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds.&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm.]]&lt;br /&gt;
[[File:Taurus-PT92AF.jpg|thumb|none|350px|Taurus PT92AF (blued) for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|PRB92 in lobby. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in lobby.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sight view.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though.....]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion. It appears as the &amp;quot;P229&amp;quot;.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in lobby. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the SIG.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's SIG P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by the GEO Operators from the Operation Velvet Shell expansion. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 in lobby.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish '''PR-15 Ragun''' was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela. It features a permanently-attached SIG ROMEO1 reflex sight which is exclusive to this pistol only in-game.&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Most of the Submachine Guns are available only to Defenders in Multiplayer, with the exception of the MAC-11, Minebea M-9 and the UDP. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|350px|FN P90 TR with optics removed and empty magazine - 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The player holds the FN P90 TR.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN. It appears as the &amp;quot;MP5&amp;quot;.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game, issued to SAS Defenders.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|350px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch MP5K-PDW.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch MP5K-PDW.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5K-PDW.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP5K-PDW.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defense Recruit and Bandit. For some reason, it has a 30 round magazine capacity despite being modeled with the 40 round magazine, the developers also thought that the charging handle is always in its pulled back position, as it's been permanently modeled so and is even visible on HUD icons (Although this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. As of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead).&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in lobby (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch MP7A1 (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch MP7A1.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|Heckler &amp;amp; Koch UMP45 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz|Izhmash PP-19-01 Vityaz-SN]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[file:VityazsnOSN.jpg |thumb|none|350px|PP-19-01 Vityaz-SN - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-11==&lt;br /&gt;
A [[MAC-11]] with the upper receiver of a Masterpiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in [[Watch_Dogs]]. The shape of the ejection port denotes it as the .45 version. It is exclusively used as a sidearm by Sledge, Smoke, and SAS Recruits. &lt;br /&gt;
[[file:Mpa10sst.jpg|thumb|none|350px|Masterpiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in lobby, note the stock similar to a Micro-Uzi's.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The player holds the MAC-11.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|The player aims the MPA10SST sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M11. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is exclusively used by Smoke or the SAS Defender Recruit.&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player holds the Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|The player aims the Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|The player reloads the Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|The player reloads the Magpul FMG-9.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of Sterling SMG, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost.&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|350px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|9mm C1 in lobby.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG incorrectly by gripping the magazine.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG correctly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It also inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL Operator Valkyrie. It is referred to as the &amp;quot;MPX&amp;quot;.&lt;br /&gt;
[[file:SIG_MPX.jpg|thumb|none|350px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in lobby.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|350px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in lobby.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo. It is referred to as the &amp;quot;MP5SD&amp;quot;.&lt;br /&gt;
[[Image:MP5SD5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|MP5SD in lobby. Note the original SEF trigger group indicating the model being MP5SD2. A KAC M4 RIS is also zip-tied to the handguard.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking a high tech display of some Tokyo towers.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Iron sights of the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, same as the other faction's MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Fresh magazine loaded...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and the aftermath of a gentle HK-slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is a sidearm available to the Japanese SAT Operators. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|350px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in lobby. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO attacker Jackal, unlike the other submachine guns. It feeds from 50-round drum magazines and has a Rainier Arms ambidextrous charging handle.&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|350px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in lobby.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==TDI / KRISS USA Vector==&lt;br /&gt;
The [[TDI_Vector|TDI / KRISS USA Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot;, and is exclusive to the GEO Operator &amp;quot;Mira&amp;quot;.&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in lobby. Note the Magpul UBR stock.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jian She JS 9mm==&lt;br /&gt;
The [[QCW-05#Jian_She_JS_9mm|Jian She JS 9mm]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|350px|Jian She JS 9mm - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jian She JS 9mm in lobby.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. It uses magazines fitted with CZ Custom magazine extensions, giving them an accurate capacity of 50 rounds. It also sports a HB Industries THETA trigger in an odd green color, and the extended receiver features Picatinny rails instead of M-LOK slots, akin to the original sub-machine gun.&lt;br /&gt;
[[Image:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|350px|CZ Scorpion Evo 3 S1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel and sand-colored finish that is faded on the mag and grip.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
With the exception of the HK416C, these weapons are only usable by Attackers in Multiplayer.&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to the SAS Attackers. It often used by terrorists in the Terrorist Hunt mode. &lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|350px|none|Enfield L85A2 with magazine removed, railed fore-end, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The player holds the Enfield L85A2.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|The player aims the Enfield L85A2.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|The player reloads the Enfield L85A2.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|The player reloads the Enfield L85A2.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and so far incorrectly holds 30 rounds in 25-round magazines. It is used by the GIGN Attacker Recruit and Operator Twitch.&lt;br /&gt;
[[file:Famas.jpg|thumb|350px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|The player holds the FAMAS F1.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|The player aims the FAMAS F1.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|The player reloads the FAMAS F1.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36#Heckler &amp;amp; Koch G36C|Heckler &amp;amp; Koch G36C]] is available in the game, and exclusively used by FBI Attacker Ash. &lt;br /&gt;
[[file:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|The player holds the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|The player aims the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|The player reloads the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|The player reloads the G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher and SAS recruits. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch HK33A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch HK33A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK33A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK33A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C CARBINE&amp;quot;. It is the only assault rifle usable on the Defender's side; issued to the GSG-9 Recruit and Jäger.&lt;br /&gt;
[[file:HK416C.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK416C in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK416C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to the GIGN attacker recruit and Twitch. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is modeled solid instead of transparent, but the in-game capacity is only 10 rounds.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch HK417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch HK417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch HK417.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AK-12==&lt;br /&gt;
The final prototype variation of the [[AK-12]] is issued to the Spetsnaz recruit and Fuze.&lt;br /&gt;
[[file:Ak-12.jpg|thumb|350px|none|Izhmash AK-12 - 5.45x39mm]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|Cocking the AK-12. Unlike other games, the bolt is shown locking open, which is a feature of the current production model AK-12. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available to the FBI SWAT recruit and offensive Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|350px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used by GSG-9 Attacker recruits and IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|350px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The player holds the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|The player aims the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|The player reloads the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|The player reloads the SIG SG 552.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 556xi==&lt;br /&gt;
The [[SIG SG 556|SIG SG 556xi]] is available to the FBI recruit and operative Thermite.&lt;br /&gt;
[[file:Sg556xi.jpg|thumb|350px|none|SIG SG 556xi - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG SG 556xi in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|The player holds the SIG SG 556xi.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|The player aims the SIG SG 556xi.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|The player reloads the SIG SG 556xi.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|The player reloads the SIG SG 556xi. Originally, it was the only assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is available in the game to the GSG-9 recruit and IQ. It is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|350px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|The player holds the Steyr AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|The player aims the Steyr AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|The player reloads the Steyr AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|The player reloads the Steyr AUG A2.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;C8-SFW&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in lobby.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;. The weapon features L1A1 SLR's synthetic furniture for stock and handguard.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|350px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|350px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|CAMRS in lobby.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|350px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in lobby.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] has been available in the game since the Operation Dust Line expansion was released. It is a second choice for Blackbeard.&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|350px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in lobby.]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Imbel ParaFAL==&lt;br /&gt;
A hybrid of a presumed [[FN_FAL#DSA_SA58_OSW|MBEL M964 ParaFAL]] with the shorter barrel of the DSA SA58 OSW carbine is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and feeds from extended straight 30 round magazines.&lt;br /&gt;
[[File:ModernparaFAL.JPG|thumb|none|350px|IMBEL M964 A1 MD1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|400px|DS Arms SA58 OSW with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in lobby. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|350px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in lobby.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to the mounted DP-28, Machine Guns are issued only to Attackers. As with the MAC-11, the open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka can deploy a tripod-mounted [[Degtyaryov DP-28]]. Despite being referred as the RP-46 (belt-fed version with a pistol grip), it has the original buttstock and magazines (with an incorrect 60-round capacity instead of 47) of the DP-28, and Tachanka does refer to it as &amp;quot;DP-28&amp;quot; sometimes when deploying it. Tachanka has been said to seek out original Soviet-made parts for his weapon, however, and even going so far as to mill his own if he can't find such, making it possible that he's modified an RP-46 into a weapon resembling the DP-28.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|350px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-28 mounted on its tripod. Note the shortened barrel.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed on his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|The player holds the Degtyaryov DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|The player aims the Degtyaryov DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|The player reloads the Degtyaryov DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|The player reloads the Degtyaryov DP-28.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G8A1==&lt;br /&gt;
The G8A1 is the German Military version of the [[Heckler &amp;amp; Koch HK11|Heckler &amp;amp; Koch HK11A1]] and is available in the game for IQ and the GSG-9 Recruit. It has a G3 rear sight, added rails, and uses X Products X-91 50-round drum magazines.&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|Heckler &amp;amp; Koch G8A1 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The player holds the Heckler &amp;amp; Koch G8A1.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|The player aims the Heckler &amp;amp; Koch G8A1.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch G8A1.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|The player reloads the Heckler &amp;amp; Koch G8A1.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz Recruit and Fuze. Some suicide bombers also use it in Terrorist Hunt; they are a force to be reckoned with.&lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|350px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|PKP Pecheneg in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|The player holds the PKP Pecheneg.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|The player aims the PKP Pecheneg.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|The player reloads the PKP Pecheneg.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|The player reloads the PKP Pecheneg.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 Paratrooper SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish, similar to his SA58 OSW. As usual, it incorrectly tracks a round in the chamber.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|350px|M249 SAW Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in lobby.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as it reaches zero, unfortunately.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBB-95==&lt;br /&gt;
The [[Norinco_QB_rifle_series#Norinco_QBB-95|Norinco QBB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is udable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QBB is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|350px|none|Norinco QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QBB-95 in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game. Although in-game M4 hold 8 rounds, it is modeled with a 4-round civilian magazine-tube. The M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg‎|thumb|none|350px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The player holds the Benelli M4 Super 90.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|The player aims the Benelli M4 Super 90.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|The player reloads the Benelli M4 Super 90.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|The player reloads the Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS COMPACT==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS COMPACT]] with a pistol grip and side folding wire stock is appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon.&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|350px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg‎|thumb|none|350px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|The player holds the FABARM SDASS Compact.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|The player aims the FABARM SDASS Compact.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|The player reloads the FABARM SDASS Compact.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|The player reloads the FABARM SDASS Compact.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga-12K==&lt;br /&gt;
A custom [[Saiga 12|Saiga-12K]] is appears as the &amp;quot;SASG-12&amp;quot; (which [[The Division]] followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though the attacker recruit may use it as well. &lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|350px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege vepr-12.jpg|thumb|600px|none|Custom Saiga-12K in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|The player holds the Custom Saiga-12K.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|The player aims the Custom Saiga-12K]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|The player reloads the Custom Saiga-12K.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|The player reloads the Custom Saiga-12K. Despite being modeled with an ambidextrous charging handle, it reuses the same animation from the Vityaz-SN.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles.&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|350px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 (Custom Shorty)==&lt;br /&gt;
An unknown custom [[Remington Model 870]] with a tri-rail foregrip, heat-shield/top rail, flip-up iron sights, a pistol grip, and an M4 stock appears in the game. It somehow holds 6 shells in a tube that could hold 4 at best. It is available to the GSG-9, by the Attacker Recruit and by both Defenders&lt;br /&gt;
[[File:SBS4E5REM 870.jpg|thumb|350px|none|Remington 870 with Aimtec Warhammer rail system, FAB Defense stock and pump, MAGPUL Back-Up Sights, and 1st generation Bushnell Holosight - 12 gauge. This is the screen-used gun from ''[[Strike Back - Season 4]]'']]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|Custom short Remington Model 870 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|The player holds the shorty 870 .]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading the custom 870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|350px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in lobby.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching shotgun. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|350px|none|Standalone version of M26 MASS - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in lobby.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in lobby.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] has been available in the game since the Operation Dust Line expansion was released, and is used by Valkyrie. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|350px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in lobby.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in Far Cry 3 and 4.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|She holds the shotgun upside down to load the tube with her right hand, similar to the FBI's M1014.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|350px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in lobby.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] has been available in the game since the Operation Red Crow expansion release, and is available to both SAT Operators. It is less powerful than other pump action shotguns, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|350px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
The [[FABARM STF 12]] is available for both G.E.O. operators introduced in Operation Velvet Shell, and comes in two variants, the Pistolgrip F.E. as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;.&lt;br /&gt;
[[File:Fabarm STF12 COMPACT.jpg|thumb|none|450px|FABARM STF 12 Compact - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in lobby.]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in lobby.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for operator Lesion.&lt;br /&gt;
[[Image:Crye_Precision_SIX12_2016.jpg|thumb|none|350px|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Six12 Suppressed.jpg|thumb|none|350px|Crye Precision Six12 with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|SIX12 in lobby. Note how this one has the buttpad of the SD variant above...]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|SIX12 SD in lobby...While this one has the buttpad of the normal variant's reference image.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|350px|Fostech Origin-12 SBS - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|PR-15 Ragun in lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] is appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. It is fitted with a rather odd red-tinted magnifier, called the &amp;quot;HDS Flip Sight&amp;quot;, that can be flipped into or out of the main sight plane; unusually, this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. In a more recent patch, this was changed to a magnifier with a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing. It also has some of the best armor penetration in the game, capable of piercing a wide variety of surfaces with a minimal loss of damage.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|350px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier. The rather heavy red tint was toned down in a later patch.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. Ingame it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies; a round that directly impacts an enemy will simply deal impact damage and bounce off.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]].]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==C4==&lt;br /&gt;
Appears as &amp;quot;Nitro Cell,&amp;quot; detonated by a cellphone remote.&lt;br /&gt;
[[file:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[file:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[file:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m84 grenade.jpg‎|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[file:RainbowSix Siege m84 grenade holding 1.jpg‎|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for operators Twitch, Thermite, Glaz, and Thatcher.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|600px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Izhmash PP-19 Bizon==&lt;br /&gt;
Map Clubhouse, in the basement&lt;br /&gt;
[[File:Bizon1.jpg‎|thumb|none|350px]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|350px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg||thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|350px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Map Clubhouse, in the basement&lt;br /&gt;
[[File:Rpg-7.jpg‎|thumb|none|350px]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;br /&gt;
[[Category: Crime]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_III&amp;diff=1122983</id>
		<title>Call of Duty: Black Ops III</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_III&amp;diff=1122983"/>
		<updated>2017-08-16T01:30:15Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* &amp;quot;Weevil&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops III&lt;br /&gt;
|picture=CoDBlackOpsIIICover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date=2015&lt;br /&gt;
|developer=Treyarch&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Call of Duty: Black Ops III''' is the twelfth installment in the ''Call of Duty'' series, and the fourth main entry in the ''Black Ops'' sub-franchise (the first being ''World at War''). It is developed by Treyarch and published by Activision for the PC, PS4, XBoX One, and released on the Xbox 360 and PS3 by Beenox and Mercenary Technology. The game was released on November 6th, 2015.&lt;br /&gt;
&lt;br /&gt;
DLC updates have since added a number of new weapons, though like in ''Advanced Warfare'' (and unlike previous installments) simply ''owning'' the DLC does not unlock the weapon: instead, it must be unlocked using the &amp;quot;supply drop&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops III|discussion page]] for fictional weapon information.'''&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;Annihilator&amp;quot;==&lt;br /&gt;
A massive, single action revolver that fires the fictitious &amp;quot;.467 SwS Depleted&amp;quot; round; oddly, unlike normal depleted uranium cartridges, the rounds fired by this seem to explode on impact (albeit with a small, entirely cosmetic explosion). It is the special weapon of multiplayer character Seraph. It is capable of one shot kills to any part of the body at any range. It is also unlockable in campaign and can be reloaded, unlike its multiplayer counterpart. However, it lacks a reload animation and is simply moved out of view when reloaded. Given the large, heavy-profile barrel, coupled with the firing and cocking animations, it seems that the [[Taurus Raging Bull]] from ''[[Call of Duty: Ghosts]]'' was used as a base model.&lt;br /&gt;
&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Bo3annihilator.jpg|thumb|none|600px|The Annihilator in the singleplayer weapon selection menu. Note the strange iron sights; these are actually projectors for an integrated 2-part holographic sight that is only visible in first person.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Bloodhound&amp;quot;==&lt;br /&gt;
The &amp;quot;Bloodhound&amp;quot; is a double-action revolver that appears as a starting weapon in the Zombies map Shadows of Evil. It is based on the OTs-38 Stechkin silent revolver, but has a cylinder of 8 rounds that hinges out on the left side, compared to the OTs-38's 5-round cylinder that hinges out to the right. It is referred to as &amp;quot;revolver38&amp;quot; in the game files.&lt;br /&gt;
[[File:OTs-38 Stechkin.jpg|thumb|none|300px|OTs-38 Stechkin - 7.62x42 mm SP-4]]&lt;br /&gt;
[[File:BO3-Bloodhound.jpg|thumb|none|600px|The &amp;quot;Bloodhound&amp;quot; in first person. For some reason, the hammer remains in cocked position even after firing, like it does on single-action pistols.]]&lt;br /&gt;
[[File:BO3-Bloodhound-thirdperson.jpg|thumb|none|600px|Third-person view of the Bloodhound in the Shadows of Evil trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
A movie poster in the campaign levels &amp;quot;Rise and Fall&amp;quot; and &amp;quot;Lotus Towers&amp;quot; features a man holding what appears to be a [[Colt 1851 Navy]].&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber.]]&lt;br /&gt;
[[Image:BO3 Colt 01.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;L-CAR 9&amp;quot;==&lt;br /&gt;
The &amp;quot;L-CAR 9&amp;quot; is a fully-automatic machine pistol that seems to be based primarily on the [[VBR-Belgium PDW]]. The data vault reveals it is chambered in the fictional &amp;quot;5.58x33mm&amp;quot; round and is of American origin.&lt;br /&gt;
[[Image:Vbr-b-compact.jpg|thumb|none|300px|VBR-Belgium PDW - 7.92x24mm]]&lt;br /&gt;
[[File:Bo3lcar.jpg|thumb|none|600px|The L-CAR 9 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser M712 Schnellfeuer==&lt;br /&gt;
The [[Mauser M712 Schnellfeuer]] is available in the remastered edition of the Zombies map &amp;quot;Origins&amp;quot;, in the &amp;quot;Zombies Chronicles&amp;quot; DLC. Like in ''Black Ops II'', it is incorrectly referred to as the Mauser C96, which uses stripper clips as opposed to box magazines.&lt;br /&gt;
[[File:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RK5&amp;quot;==&lt;br /&gt;
Seems to be loosely based on the [[Heckler &amp;amp; Koch USP Match]] with an extended magazine and appears to be two-toned. Fires in three round bursts. The data vault states it is from the United Kingdom and is chambered for &amp;quot;5.58x33mm&amp;quot;, the same round the Vesper, VMP and Kuda fire, making it a rifle-caliber burst pistol. Interestingly, despite its slide moving and reciprocating during fire, when emptied it does not lock back and must be manually pulled when a fresh magazine is inserted; even more oddly, when dual-wielding the weapon or using the &amp;quot;Fast Mags&amp;quot; attachment (which, as with other pistols, simply adds a Magpul-type handling loop to the magazine baseplate that is far too small to be of any use), empty reloads will have the player character flick what seems to be a slide release, despite the slide remaining in battery for the entire duration of the process..&lt;br /&gt;
[[File:H&amp;amp;K-USP-Compensator.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Bo3rk5.jpg|thumb|none|600px|The RK5 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Loaded 1911==&lt;br /&gt;
The [[Springfield Armory Loaded 1911]] was added via an update on May 23, 2017, and is simply referred to as &amp;quot;1911&amp;quot;.&lt;br /&gt;
[[File:SA loaded m1911.jpg|thumb|none|325px|Springfield Armory Loaded M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BO3-M1911.jpg|thumb|none|600px|The SA Loaded 1911 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] model from ''Black Ops II'' is seen on the &amp;quot;Immortal&amp;quot; outfit for the campaign's female playable character. Other than that, it is not available for use in-game.&lt;br /&gt;
[[File:KRISS KARD.jpg|thumb|none|350px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:BO3-Kard.jpg|thumb|none|600px|The shoulder-holstered TDI Kard.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;Bootlegger&amp;quot;==&lt;br /&gt;
The &amp;quot;Bootlegger&amp;quot;, a submachine gun exclusive to Zombies mode, is primarily based on the [[Sten Mk III]], but has a pistol grip similar to that of the Australian [[Sten#Austen Mk I/II|Austen Mk I]] variant, as well as having an Art Deco design and a custom stock. Like most iterations of the Sten Mk II in previous ''Call of Duty'' games, it is incorrectly held from the magazine rather than the handguard, magwell or the assembly in front of the trigger guard. When Pack-a-Punched, it becomes the &amp;quot;Ein Sten&amp;quot;, a play on the actual Sten submachine gun and Einstein's name.&lt;br /&gt;
[[File:Sten MkIII.jpg|thumb|none|400px|Sten Mk III - 9x19mm]]&lt;br /&gt;
[[File:Austen.jpg|thumb|none|400px|Austen Mk I - 9x19mm]]&lt;br /&gt;
[[File:Bootlegger BO3.jpg|thumb|none|600px|The player character firing the &amp;quot;Bootlegger&amp;quot; in the Shadows of Evil trailer.]]&lt;br /&gt;
[[File:Bootlegger thirdperson BO3.jpg|thumb|none|600px|Third-person view of the &amp;quot;Bootlegger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The exact same [[Heckler &amp;amp; Koch MP7A1|MP7A1]] model from ''[[Call of Duty: Black Ops II]]'' is seen in an armory of the map &amp;quot;Rift&amp;quot; from the Eclipse DLC. The weapon also appears as a &amp;quot;hidden&amp;quot; weapon in the PC files, and was a placeholder.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kuda&amp;quot;==&lt;br /&gt;
The &amp;quot;Kuda&amp;quot; is a &amp;quot;futurised&amp;quot; [[Heckler &amp;amp; Koch UMP]]. The data vault states it is South African in origin and is chambered for the &amp;quot;5.58x33mm&amp;quot; round, making it a weird futuristic submachine gun firing a rifle like round.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Bo3kuda.jpg|thumb|none|600px|The Kuda in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is available in some remastered Zombies maps from previous games, available in the &amp;quot;Zombies Chronicles&amp;quot; DLC. It was also seen in the animated intro cuscene of the Zombies map &amp;quot;Der Eisendrache&amp;quot;, used by German soldiers in the truck. Additionally, a futuristic variant known as the &amp;quot;HG 40&amp;quot; was added via a March 2016 update. &lt;br /&gt;
[[File:MP40.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:HG40 BO3.jpg|thumb|none|600px|The &amp;quot;HG 40&amp;quot; in all of its glory.]]&lt;br /&gt;
&lt;br /&gt;
==MSMC==&lt;br /&gt;
The [[Modern Sub Machine Carbine]] was added via an update on August 15, 2017, and is referred to as &amp;quot;XMC&amp;quot;.&lt;br /&gt;
[[File:MSMC SMG.jpg|thumb|none|400px|Modern Sub Machine Carbine - 5.56×30mm MINSAS]]&lt;br /&gt;
[[File:BO3-MSMC.jpg|thumb|none|600px|The MSMC in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Pharo&amp;quot;==&lt;br /&gt;
The &amp;quot;Pharo&amp;quot; is a futuristic SMG with a rather strange gimmick of 4-round bursts with automatic refiring; how this likely works is that the cam mechanism trips the firing mechanism during a burst and afterwards resets automatically, even with the trigger held down. Nevertheless, it shares the same burst-fire function like the [[QCW-05|&amp;quot;Chicom CQB&amp;quot;]] in ''Black Ops II''. Despite being modeled with a P90-like foregrip by default, it does not benefit from it until the Grip attachment is unlocked, giving it an odd stubby foregrip.&lt;br /&gt;
&lt;br /&gt;
Visually, it mostly resembles the [[Ruger MP9]], but it also appears to be a spiritual successor to the [[MSMC]] from ''Black Ops II''. It is stated to be South Korean in origin and is chambered for &amp;quot;9x24mm&amp;quot;.&lt;br /&gt;
[[Image:RugerMP9smg.jpg|thumb|none|350px|Ruger MP9 with stock folded - 9x19mm]]&lt;br /&gt;
[[Image:MSMC SMG.jpg|thumb|400px|none|Modern Sub Machine Carbine - 5.56×30mm MINSAS]]&lt;br /&gt;
[[File:Pharo BO3.jpg|thumb|none|600px|The Pharo in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] became first available in the Zombies map &amp;quot;Gorod Krovi&amp;quot; from the Descent DLC, with the 71-round drum magazine. The weapon was later added to multiplayer via an update on February 7, 2017, and then to the remastered Zombies maps &amp;quot;Verrückt&amp;quot; and &amp;quot;Shi No Numa&amp;quot;. In multiplayer it uses the 35-round stick magazine, but equipping the extended magazine attachment gives it the 71-round drum magazine. The PPSh-41 is held from the barrel shroud in multiplayer (regardless of which magazine is used), while in Zombies it is held from the drum magazine.&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BO3-PPSh41.jpg|thumb|none|600px|The PPSh-41 in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1921AC==&lt;br /&gt;
The [[Thompson M1921AC]] is available in the Zombies map Revelations and in the remastered edition of Origins. Like in ''Black Ops II'', it is referred to as the &amp;quot;M1927&amp;quot;.&lt;br /&gt;
[[Image:M1921Thompson.jpg|450px|thumb|none|Colt M1921AC Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Vesper&amp;quot;==&lt;br /&gt;
The &amp;quot;Vesper&amp;quot; is an even more futuristic version of the modified [[Jian She Type-05]] that appeared in ''Black Ops II'', though it has a FAMAS/QBZ-95-style charging handle. It however fills the role that the Skorpion Evo III did in Black Ops 2: an SMG with an obscenely high fire rate, making it highly effective in close quarters. According to the data vault, it is French in origin and is chambered in &amp;quot;5.58x33mm&amp;quot;. Despite firing the same round as the VMP, it strangely does less damage, likely to balance its extreme fire rate.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|400px|Jian She Type-05 - 9x19mm]]&lt;br /&gt;
[[File:Bo3vesper.jpg|thumb|none|600px|The Vesper in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VMP&amp;quot;==&lt;br /&gt;
A sub-machine gun based on the [[Beretta Mx4 Storm]]. It is however identical to the MP7 from Black Ops 2; an SMG with a 40-round magazine and a high fire rate, being highly popular online and a viable weapon even at higher ranks. The data vault reveals it is chambered in &amp;quot;5.58x33mm&amp;quot; and is Italian in origin.&lt;br /&gt;
[[Image:Beretta Mx4 Storm.jpg|thumb|none|400px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:Bo3vmp.jpg|thumb|none|600px|The VMP in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Weevil&amp;quot;==&lt;br /&gt;
The general shape of the &amp;quot;Weevil&amp;quot; appears to be primarily based on a combination of a Nerf N-Strike Firefly REV-8 and [[FN P90 TR]] with a suppressor and LAM reminiscent of the [[Heckler &amp;amp; Koch Mark 23]] added to the front, as well as the pistol's front sight. Its default reload animations is similar in style to the P90 from the Modern Warfare series, and seems to be a futuristic successor to it; it is stated to be chambered in &amp;quot;5.7x29mm&amp;quot; and is Belgian in origin.&lt;br /&gt;
[[Image:Nerfguns3.jpg|thumb|none|400px|'''Airsoft''' P90 / Nerf N-Strike Firefly REV-8 hybrid]]&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|350px|'''Airsoft''' Heckler &amp;amp; Koch MK23 Mod 0 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:Bo3weevil.jpg|thumb|none|600px|The &amp;quot;Weevil&amp;quot; on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Beretta Model 682==&lt;br /&gt;
The [[Beretta 682]] was added via an update on August 15, 2017. Like in the prequels, it is named after the Rottweil Olympia 72. It was also previously seen in the hands of the Nikolai Belinski during the intro cutscene of the remastered edition of the Zombies map &amp;quot;Origins&amp;quot;.&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:BO3-Olympia.jpg|thumb|none|600px|The Beretta 682 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Haymaker 12&amp;quot;==&lt;br /&gt;
The Haymaker 12 is a fully-automatic shotgun that feeds from a 16-round drum. However, its appearance is based more on an assault rifle such as the [[Bushmaster ACR]]. The data vault states it is American in origin and fires 12 gauge shotshells. It reuses the reload animation of the HAMR light machine gun from Black Ops II.&lt;br /&gt;
[[File:Bo3hay.jpg|thumb|none|600px|The Haymaker 12 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KRM-262&amp;quot;==&lt;br /&gt;
The &amp;quot;KRM-262&amp;quot; appears to be somewhat based on the FP6 from ''[[Call of Duty: Ghosts]]''. Interesting to note is that the shells are stored on the right side of the gun, covering the ejection port. In another interesting design choice, the shells are inserted on top of the gun, à la the shotguns from the ''Halo'' series, except the receiver opens up for the shells to be inserted, rather than using a traditional loading gate. Precisely why one would design a manually-operated shotgun with a receiver that seemingly opens up via electric power to reload is not at all clear. The data vault states it is Italian in origin and fires 12 gauge shells. Notably, the weapon re-uses the firing animation of the Remington 870 from ''[[Call of Duty: Black Ops II]]''.&lt;br /&gt;
[[File:Bo3krm.jpg|thumb|none|600px|The KRM-262 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The exact same custom [[Remington 870]] model from ''Black Ops II'' is seen in the armory of the map &amp;quot;Rift&amp;quot;. It is also another hidden weapon from the PC files like the MP7, and was a placeholder.&lt;br /&gt;
[[Image:Rem870M4.jpg|thumb|none|450px|Remington 870 fitted with a pistol grip, Surefire light, and M4-type stock - 12 gauge]]&lt;br /&gt;
[[File:Bo3reming.jpg|thumb|none|600px|The game's Remington 870 model.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] was added via an update on May 23, 2017. Like in all ''Call of Duty'' games, it is incorrectly classified as a submachine gun. An AKS-74U's silhouette is also visible on the &amp;quot;Wall Power&amp;quot; and &amp;quot;Secret Shopper&amp;quot; GobbleGums in Zombies mode.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:BO3-AKS74U.jpg|thumb|none|600px|The AKS-74U in the multiplayer loadout screen.]]&lt;br /&gt;
[[File:BO3 GG AKS74U 01.jpg|thumb|none|600px|The AKS-74U on the GobbleGum for &amp;quot;Secret Shopper&amp;quot;.]]&lt;br /&gt;
[[File:BO3 GG AKS74U 02.jpg|thumb|none|600px|The AKS-74U on the GobbleGum for &amp;quot;Wall Power&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] was added via an update on July 11, 2017. It appears as the &amp;quot;KVK 99m&amp;quot;, and is largely patterned after the one seen in ''[[Call of Duty: Black Ops II]]''.&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:BO3-AN94.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF [[M16]] from the two prequels has been added via an update on February 7, 2017, and now it uses the reloading animation of the FN SCAR from other games. It still incorrectly fires in three-round burst mode, holds 30 rounds in a 20-round magazine, and once again gets the error of having the carrying handle removed when optics are equipped. &amp;quot;CAL .223 5.56&amp;quot; can be seen written on the magazine well.&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|450px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:BO3-M16.jpg|thumb|none|600px|The M16 in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FFAR&amp;quot;==&lt;br /&gt;
A futurized version of the [[FAMAS#FAMAS FÉLIN|FAMAS F1 Valorisé]] has been added via a May 2016 update. It is called &amp;quot;FFAR&amp;quot; in-game, but the game files actually refers it to as a FAMAS.&lt;br /&gt;
[[Image:FamasFelin.jpg|thumb|none|442px|FAMAS F1 Valorisé with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FFAR BO3.jpg|thumb|none|600px|The game's &amp;quot;FFAR&amp;quot;, complete with the obligatory unnecessary sling straps around the handguard and stock, and a flash hider that isn't actually slotted. Note the gas plug while the real FA-MAS is actually a delayed blowback operated rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[SCAR-L]] model from ''Black Ops II'' (where it was labeled as &amp;quot;HAMR&amp;quot;) is seen in the armory of the map &amp;quot;Rift&amp;quot; from the Eclipse DLC.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|none|450px|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
Several unobtainable [[Heckler &amp;amp; Koch HK416]]s are present in a crate in the campaign mission &amp;quot;Lotus Towers&amp;quot;, as well as being seen in the armory of the map &amp;quot;Rift&amp;quot;. The weapon appears in the game files, but is presumably replaced by the more futuristic-looking ICR-1 below.&lt;br /&gt;
[[Image:HK416 14.5 Current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bo3hk416.jpg|thumb|none|600px|The HK416's render. &amp;quot;WA&amp;quot; presumably stands for the in-game Winslow Accord, which is a coalition of Western nations including the United States, so it's likely that this could have been the standard-issue rifle for the US military.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;ICR-1&amp;quot;==&lt;br /&gt;
The &amp;quot;ICR-1&amp;quot; is the more futuristic version of the HK416 that replaced the original placeholder, and given its relatively low damage and high accuracy, it is a spiritual successor to the &amp;quot;M27&amp;quot; from ''Black Ops II'' and reuses its reloading animations for the standard magazine and Fast Mags attachments. It is chambered in 5.56x45mm and is stated to be American in origin.&lt;br /&gt;
[[File:ICR1 BO3.jpg|thumb|none|600px|The ICR-1 in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HVK-30&amp;quot;==&lt;br /&gt;
The &amp;quot;HVK-30&amp;quot; appears to be a carbine [[FN FAL]] derivative, with diagonally sloped upper receiver typical of modern FAL derivatives like the [[FN FAL#Diseños Casanave SC-2010|SC-2010]] or [[DSA SA58 OSW]] and an AR15-esque charging handle. This receiver is then buried in a variety of futuristic bits, such as a monolithic handguard whose rear side panel opens to presumably vent heat (despite no heat visibly venting when opened) when there is no magazine loaded into the weapon. It is described as being chambered in 7.62x35mm (also known as .300 AAC Blackout) in the campaign's data vault and is American in origin.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎|thumb|none|425px|DSArms SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Bo3hvk.jpg|thumb|none|600px|The HVK-30 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] has been added via an update on March 16, 2017.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:BO3-Galil.jpg|thumb|none|600px|The Galil ARM in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KN-44&amp;quot;==&lt;br /&gt;
The &amp;quot;KN-44&amp;quot; is a futuristic successor to the AK platform; it was formerly known as the &amp;quot;ARAK&amp;quot; in the alpha (coincidentally named similarly to the real ARAK-21 rifle system of Faxon Firearms) and &amp;quot;ARK-7&amp;quot; in the beta. It is chiefly based on the AK-200 prototype of the [[AK-12]], but has distinct features such as a 7.62x39mm-styled magazine, a diagonal stock similar to that of the original [[AK-47]] and a deeper magazine well.&lt;br /&gt;
&lt;br /&gt;
The data vault states it is chambered in 7.62x39mm and 5.45x39mm and is Russian in origin (despite the weapon model itself having markings stating its caliber as 7.62x51mm, and as being manufactured in &amp;quot;Belfast, UK&amp;quot;). The latter is somewhat justified by the data vault's statement of precisely what a &amp;quot;KN-44&amp;quot; is; it's not so much a specific weapon so much as it is a type of weapon- an open-source weapon concept (think &amp;quot;Luty submachine gun&amp;quot;) that can be 3d printed in its entirety, and can vary greatly in quality of materials and manufacture, as well as some design details. The caliber, however, is simply impossible based on the magazine's size. When equipped with the Extended Magazine attachment, its reload becomes identical to the AK-47 from the Modern Warfare games, and it becomes modeled with an RPK's 40-round magazine. The &amp;quot;Fast Mags&amp;quot; attachment slings two magazines together in a crescent shape with some paracord, and the reload animation is then identical to the Fast Mags reload for the Black Ops II AN-94; without either magazine attachment, the reload is based on that first used with the FAL in ''Modern Warfare 2'', with the player character knocking the release lever with a new mag to remove the old one, then turning the weapon on its side to rack the charging handle if it was emptied.&lt;br /&gt;
[[File:AK-200.jpg|thumb|none|450px|AK-200 with ACOG scope, folding iron sights, side-folding skeletonized stock, and weaponlight foregrip - 5.45x39mm]]&lt;br /&gt;
[[File:AK200 photo shop.jpg|thumb|none|450px|AK-200 - 7.62x39mm (photoshopped image of an [[AK-103]])]]&lt;br /&gt;
[[File:Bo3kn44.jpg|thumb|none|600px|The KN-44 in the multiplayer loadout screen.]]&lt;br /&gt;
[[File:BO3-KN44.jpg|thumb|none|600px|Random robot-headed guy carrying the KN-44. Get the [[Elysium]] reference here?]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M8A7&amp;quot;==&lt;br /&gt;
The M8A7 is a 4-round burst firing assault rifle which seems to be designed after the [[Heckler &amp;amp; Koch SL8]], though its name implies it is a descendant of the identically functioning M8A1 from Black Ops II, which was based more on the [[Heckler &amp;amp; Koch XM8]], though the weapon has a side mounted charging handle instead of a top mounted one. It is stated to be Belgian in origin and chambered in 7.62x35mm. During firing, the weapon's charging handle reciprocates; it doesn't actually reciprocate far enough to chamber anything much longer than a .22 short, indicating that (assuming we are to assume that this makes some sort of sense) either the weapon has some sort of needlessly complex partial linkup to the charging handle, or the handle simply (and quite frankly, rather worryingly) shakes and rattles around during firing.&lt;br /&gt;
[[Image:H&amp;amp;KSL8Tactical.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 Tactical Match Rifle -  5.56x45mm]]&lt;br /&gt;
[[File:Bo3m8.jpg|thumb|none|600px|The M8A7 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MX Garand&amp;quot;==&lt;br /&gt;
A futuristic version of the [[M1 Garand]] has been added via a February 2016 update; it is called the &amp;quot;MX Garand&amp;quot; in-game.  Unlike the actual weapon, the bolt is not automatically locked back when an empty clip is ejected, nor does it automatically fly forward after inserting a new clip, requiring the player character to manually pull back the bolt before loading in a fresh clip, and then pull it again to release it from its locked back position to chamber the first round.  Unlike its counterpart in [[Call of Duty: World at War|World at War]], [[Call of Duty: Black Ops|Black Ops]] and [[Call of Duty: Advanced Warfare|Advanced Warfare]], a non-empty clip cannot be manually ejected, requiring the weapon be emptied before a reload can occur.  Due to a glitch on the PC version, which has since been fixed, it was possible to manually eject a non-empty clip, but it used the exact same animations as the empty reload (though the glitched mid-clip reload had the clip be ejected after the bolt is pulled back), unlike in the two previously mentioned games which somewhat accurately depicts a non-empty reload with a different, and longer animation.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:MX Garand BO3.jpg|thumb|none|600px|The MX Garand in the multiplayer weapon selection menu. As with many of the game's weapons, there is a sling strap wrapped around the handguard (underneath the rails, interestingly enough), and another one on the stock. Note also the terminologically incorrect statement in the description of a &amp;quot;Semi-auto assault rifle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is available in the remastered edition of the Zombies map &amp;quot;Origins&amp;quot;, in the Zombies Chronicles DLC.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XR-2&amp;quot;==&lt;br /&gt;
A futuristic bullpup rifle loosely based on the [[Tavor]] (or rather more precisely ''[[Call of Duty: Advanced Warfare]]'''s &amp;quot;IMR&amp;quot;, which was in turn based on a Tavor). It fires in three-round bursts with an auto-reset (stated in the data vault to be a &amp;quot;double-hop&amp;quot; system), meaning keeping the trigger held down will cause it to continuously fire in bursts like the Pharo. It is stated to be American in origin and is chambered for &amp;quot;.308mm&amp;quot;; this is clearly nonsensical, as any such cartridge would be absurdly small. While rounds as small as 1mm have existed, these are typically flechettes (such as those used in the [[Steyr ACR]]) as opposed to traditional projectiles. The caliber .308 Winchester was most likely intended, which is a measurement in inches, not a metrical one. Oddly enough, despite it apparently being a weapon in mass production, &amp;quot;XR&amp;quot; supposedly stands for &amp;quot;Experimental Rifle&amp;quot;.&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|400px|IMI Tavor TAR-21 - 5.56x45mm]]&lt;br /&gt;
[[File:Bo3xr2.jpg|thumb|none|600px|The &amp;quot;XR-2&amp;quot; in the weapon selection screen. At full size, an HK-style pictogram selector can be seen; this has only safe and semi-auto positions, and is set to ''safe''.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Like in several ''Call of Duty'' installments, the portable machine guns in the game (except the Death Machine and the Scythe) are classed as &amp;quot;light machine guns&amp;quot;. This contradicts the data vault describing the &amp;quot;48 Dredge&amp;quot; as a medium machine gun and the &amp;quot;Gorgon&amp;quot; as a .50 caliber heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;48 Dredge&amp;quot;==&lt;br /&gt;
The &amp;quot;48 Dredge&amp;quot; is a futuristic FN Minimi-based design that is loosely based on the [[FN Minimi|M249-E2]] (despite the name alluding to the [[Mk 48 Mod 0]]), but fires 6-round bursts automatically in a similar fashion to the Pharo. Given the LMGs' priority of sheer volume of suppressing fire over accuracy, the burst-fire is quite counter-intuitive to the weapon's role, but is probably deliberate in order to balance its otherwise high fire rate with the slower-firing LMGs. The data vault hints that it is specifically designed to be a precision suppression weapon. It is stated to be chambered in the same absurdly small &amp;quot;.308mm&amp;quot; as the XR-2, features a similar &amp;quot;double-hop&amp;quot; burst system and is from the United Kingdom.&lt;br /&gt;
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|450px|M249-E2 SAW (Squad Automatic Weapon) - 5.56x45mm (note heat shield over barrel and bent, finger grooved handle. The FN Minimi lacks these features and has a straight 90 degree handle.)]]&lt;br /&gt;
[[File:48DredgeBO3.jpg|thumb|none|600px|The 48 Dredge in the multiplayer loadout screen. Note the rounds that, despite the claims of sub-millimeter ammunition, are not obscenely small.]]&lt;br /&gt;
[[Image:BO3 Dredge 01.jpg|thumb|none|600px|A 48 Dredge mounted on an APC manned by a bored NPC in the campaign level &amp;quot;Black Ops&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 Dredge 02.jpg|thumb|none|600px|A second 48 Dredge mounted on an APC to be manned by the player in the campaign level &amp;quot;Black Ops&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BRM&amp;quot;==&lt;br /&gt;
Another Minimi-based design, this time having a sliding stock like the [[M249|Paratrooper]] variant. It feeds from a 75-round belt fed through a chute, and is probably a spiritual successor to ''Black Ops II'''s Mk 48. It is stated to be Belgian in origin and feeds caseless 5.56 &amp;quot;Brimstone&amp;quot; ammunition.&lt;br /&gt;
&lt;br /&gt;
Oddly, during the campaign two &amp;quot;BRMs&amp;quot; can be found mounted on technicals that somehow fire grenade rounds without any external alteration.&lt;br /&gt;
&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|400px|M249 SAW paratrooper version with 200 round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:Bo3brm.jpg|thumb|none|600px|The BRM in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Death Machine&amp;quot;==&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; is an even more futuristic version of the man-portable [[General Dynamics GAU-19/A]] that appeared in ''Black Ops II''. This time however, it is only available in the Campaign and Zombies mode. In addition, the multiplayer specialist weapon known as the &amp;quot;Scythe&amp;quot; appears to have been based on a GAU-19/A. A mounted version appears in the campaign level &amp;quot;Rise and Fall&amp;quot;. They are also used as remote controlled sentry guns.&lt;br /&gt;
[[Image:GAU19.jpg|thumb|none|400px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:BO3 DM 03.jpg|thumb|none|600px|Death Machine mounted on an airboat in the campaign level &amp;quot;Provocation&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 mounted 01.jpg|thumb|none|600px|The mounted Death Machine in Ramses Station in &amp;quot;Rise and Fall&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 mounted 02.jpg|thumb|none|600px|ADS view. Note the chute for the ammo belt, which is too narrow to be .50 BMG.]]&lt;br /&gt;
[[Image:BO3 DM 01.jpg|thumb|none|600px|An available Death Machine in the campaign level &amp;quot;Lotus Towers&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 DM 02.jpg|thumb|none|600px|The player with the Death Machine in the campaign level &amp;quot;Lotus Towers&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 sentry 01.jpg|thumb|none|600px|A Death Machine as part of a remote sentry.]]&lt;br /&gt;
[[Image:BO3 sentry 02a.jpg|thumb|none|600px|A Death Machine as part of a disabled remote sentry.]]&lt;br /&gt;
[[Image:BO3 sentry 03.jpg|thumb|none|600px|A Death Machine as part of a disabled remote sentry.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
The [[Maxim MG08/15]] is available in the remastered edition of the Zombies map &amp;quot;Origins&amp;quot;, in the Zombies Chronicles DLC.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|450px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==&amp;quot;Drakon&amp;quot;==&lt;br /&gt;
This odd-looking sniper rifle appears to be a combination of the [[FG42]] and [[WA2000]], along with quite a lot of alcohol. According to the data vault, its Singaporean in origin and is chambered in &amp;quot;7.63x54mm&amp;quot;. Despite this, the magazine (which, given the caliber, would be a single-stack holding around 5 rounds) carries 20 cartridges. &lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|400px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[Image:1288256728.jpg‎|thumb|none|450px|FG 42 second model with bipod and bayonet deployed - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bo3drakon.jpg|thumb|none|600px|In the future, weapons will be more complex than they have any real right to be.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Locus&amp;quot;==&lt;br /&gt;
Primarily based on the [[PGM Mini-Hecate]]. It is stated to be German in origin and chambered for 8.6x70mm, which is the metric size of the .338 Lapua Magnum round.&lt;br /&gt;
[[File:MiniHecate-SIMRAD.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Bo3locus.jpg|thumb|none|600px|The Locus in the loadout menu. Note the rounds in the windowed magazine that, as one might expect, never deplete.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;P-06&amp;quot;==&lt;br /&gt;
An unorthodox sniper rifle that fires a three-round burst instead of a single shot, and it has a charge-up delay before firing which is similar to the Storm PSR from ''Black Ops II''. Its appearance is primarily based on the [[Kel-Tec RFB]] carbine. Data vault info reveals it is Swiss in origin and is chambered for &amp;quot;7.8x50mm RAR&amp;quot;.&lt;br /&gt;
[[Image:RFB-18.jpg|thumb|none|450px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Bo3p06.jpg|thumb|none|600px|The P-06 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RSA Interdiction&amp;quot;==&lt;br /&gt;
The &amp;quot;RSA Interdiction&amp;quot; is a futuristic bullpup sniper rifle that has been added via a March 2016 update. It is bolt-action in function and is fed by cylinders that swing out to the left and are removed during reloads. The default 6-round cylinder is replaced with an 8-round cylinder when using the Extended Mag attachment. Based on the in-game animations, the rifle shouldn't be able to fire more than 1 round per cylinder, as neither pulling the trigger nor cycling the action rotates the cylinder. It appears to be based on the [[Crye Precision Six12]] revolving shotgun.&lt;br /&gt;
[[File:Crye Precision SIX12 2016.jpg|thumb|none|450px|Crye Precision Six12 - 12 gauge]]&lt;br /&gt;
[[File:RSAInterdiction BO3.jpg|thumb|none|600px|The RSA Interdiction in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] was added via an update on July 11, 2017. It is referred to as the &amp;quot;MAX-GL&amp;quot;, and is the only non-Specialist grenade launcher in the game.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|425px|China Lake grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BO3-ChinaLake.jpg|thumb|none|600px|The China Lake in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
In the animated intro cuscene of the Zombies map Der Eisendrache, one of the German soldiers uses a [[Panzerschreck]].&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XM-53&amp;quot;==&lt;br /&gt;
Based on the [[Carl Gustav M3]], with a [[Heckler &amp;amp; Koch XM25]]-style barrel and an M320 style side opening action. In campaign, it was referred as RPG in a characters voice. The data vault reveals it is American in origin and fires a &amp;quot;76x126mm&amp;quot; warhead. A variant is also available in the campaign for use as an ordinary selectable secondary weapon (as opposed to the territory &amp;quot;heavy weapon&amp;quot; ones that can be picked up throughout certain levels) known as the &amp;quot;XM-53 DF&amp;quot;, the &amp;quot;DF&amp;quot; standing for &amp;quot;dumb-fire&amp;quot;, as this variant of the weapon lacks any sort of lock-on system (or, for that matter, any sort of sight, with the standard integrated optical sight being removed; despite this, aiming down the nonexistent sight is not just possible, it's ''mandatory'').&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84mm]]&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|400px|Pre-2015 XM25 pre-production model- 25 x 40mm]]&lt;br /&gt;
[[File:Bo3xm53.jpg|thumb|none|600px|The XM-53 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==8.8cm Flak 18/36==&lt;br /&gt;
A Flak 88mm is usable during the easter egg of the Zombies map Zetsubou No Shima.&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The giant &amp;quot;mothership&amp;quot; encountered at the end of the level &amp;quot;Lotus Towers&amp;quot; is armed with upside-down RIM-116 Rolling Airframe Missile launchers and [[Phalanx CIWS]] installations on its underside.&lt;br /&gt;
&lt;br /&gt;
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B CIWS - 20x102mm]]&lt;br /&gt;
[[Image:BO3 Phalanx 01.jpg|thumb|none|600px|Maybe the mothership would be harder to shoot down if it wasn't carrying as much anti-aircraft armament as an ''Iowa''-class battleship.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
[[MG34|MG34 Panzerlauf]] machine guns can be seen in the hull mountings of King Tiger tanks encountered during the campaign level &amp;quot;Demon Within.&amp;quot;&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BO3 MG34 01.jpg|thumb|none|600px|An MG34 Panzerlauf on the knocked out King Tiger in &amp;quot;Demon Within&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
&lt;br /&gt;
[[MG42]]s appear in &amp;quot;Demon Within;&amp;quot; they are seen both in fixed mountings with 50-round drums, which is incorrect for weapons being used as medium machine guns which typically used 250-round belts, and mounted on Hanomag halftracks and King Tiger tanks encountered during the level. The latter is also incorrect; since the MG42's barrel-change system was difficult to operate when it was mounted, German tanks used MG34s as AA weapons.&lt;br /&gt;
&lt;br /&gt;
The MG42 has infinite ammunition if used and no limit to how long it can be fired; it appears to be a reworked version of the portable ''World at War'' model, and rather apathetically coughs ammunition out of a position just behind its ejection port.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BO3 MG42 01.jpg|thumb|none|600px|The MG42 mounted to a fence.]]&lt;br /&gt;
[[File:BO3 MG42 02.jpg|thumb|none|600px|The MG42 mounted on a halftrack.]]&lt;br /&gt;
[[File:BO3 MG42 03.jpg|thumb|none|600px|The MG42 mounted on the King Tiger.]]&lt;br /&gt;
&lt;br /&gt;
==MG131==&lt;br /&gt;
An [[MG131 machine gun]] is mounted on a downed German aircraft in the zombies map Gorod Krovi.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The unfathomably large APC seen at the end of the first level of the singleplayer campaign is armed with both a pair of &amp;quot;48 Dredge&amp;quot; machine guns and a pair of barely-altered [[Mk 47 Mod 0 Grenade Launcher]]s. The latter are manned by a pair of NPCs who seem rather apathetic about actually using them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk47-1.jpg|thumb|none|400px|Mk 47 Mod 0 &amp;quot;Striker 40&amp;quot; automatic grenade launcher - 40mm]]&lt;br /&gt;
[[Image:BO3 Mk47 01.jpg|thumb|none|600px|A pair of Mk 47s on a crashed APC in the campaign level &amp;quot;Black Ops&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 Mk47 02.jpg|thumb|none|600px|A pair of Mk 47 manned by bored (and identical) NPCs in the campaign level &amp;quot;Black Ops&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
German soldiers in the campaign level &amp;quot;Demon Within&amp;quot; throw M24 Stielhandgranates (this is odd, given their use of the standard futuristic weapons) rather enthusiastically at the player character.&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BO3 M24 01.jpg|thumb|none|600px|A pair of potato mashers on a table.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A [[Colt M1911A1]]'s silhouette is visible on the &amp;quot;Arms Grace&amp;quot;, &amp;quot;Armamental Accomplishment&amp;quot;, &amp;quot;Near Death Experience&amp;quot; and &amp;quot;Respin Cycle&amp;quot; GobbleGums in Zombies mode. While the Springfield Armory Loaded 1911 is available for use in-game, this particular Colt M1911 isn't.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BO3 GG M1911 01.jpg|thumb|none|600px|The M1911 on the GobbleGum for &amp;quot;Near Death Experience&amp;quot;.]]&lt;br /&gt;
[[File:BO3 GG SPAS 01.jpg|thumb|none|600px|The M1911 on the GobbleGum for &amp;quot;Respin Cycle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A [[Franchi SPAS-12]]'s silhouette is visible on the &amp;quot;Respin Cycle&amp;quot; GobbleGum.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:BO3 GG SPAS 01.jpg|thumb|none|600px|The SPAS on the GobbleGum for &amp;quot;Respin Cycle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
An [[AK-47]]'s silhouette is visible on the &amp;quot;Always Done Swiftly&amp;quot;, &amp;quot;Arms Grace&amp;quot;, &amp;quot;Bullet Bound&amp;quot;, &amp;quot;Shopping Free&amp;quot; and &amp;quot;Head Drama&amp;quot; GobbleGums.&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BO3 GG AK 01.jpg|thumb|none|600px|The AK on the GobbleGum for &amp;quot;Shopping Free&amp;quot;.]]&lt;br /&gt;
[[File:BO3 GG AK 02.jpg|thumb|none|600px|The AK on the GobbleGum for &amp;quot;Bullet Bound&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_III&amp;diff=1122981</id>
		<title>Call of Duty: Black Ops III</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_III&amp;diff=1122981"/>
		<updated>2017-08-16T01:26:54Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* &amp;quot;RSA Interdiction&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops III&lt;br /&gt;
|picture=CoDBlackOpsIIICover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date=2015&lt;br /&gt;
|developer=Treyarch&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Call of Duty: Black Ops III''' is the twelfth installment in the ''Call of Duty'' series, and the fourth main entry in the ''Black Ops'' sub-franchise (the first being ''World at War''). It is developed by Treyarch and published by Activision for the PC, PS4, XBoX One, and released on the Xbox 360 and PS3 by Beenox and Mercenary Technology. The game was released on November 6th, 2015.&lt;br /&gt;
&lt;br /&gt;
DLC updates have since added a number of new weapons, though like in ''Advanced Warfare'' (and unlike previous installments) simply ''owning'' the DLC does not unlock the weapon: instead, it must be unlocked using the &amp;quot;supply drop&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops III|discussion page]] for fictional weapon information.'''&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;Annihilator&amp;quot;==&lt;br /&gt;
A massive, single action revolver that fires the fictitious &amp;quot;.467 SwS Depleted&amp;quot; round; oddly, unlike normal depleted uranium cartridges, the rounds fired by this seem to explode on impact (albeit with a small, entirely cosmetic explosion). It is the special weapon of multiplayer character Seraph. It is capable of one shot kills to any part of the body at any range. It is also unlockable in campaign and can be reloaded, unlike its multiplayer counterpart. However, it lacks a reload animation and is simply moved out of view when reloaded. Given the large, heavy-profile barrel, coupled with the firing and cocking animations, it seems that the [[Taurus Raging Bull]] from ''[[Call of Duty: Ghosts]]'' was used as a base model.&lt;br /&gt;
&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|350px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:Bo3annihilator.jpg|thumb|none|600px|The Annihilator in the singleplayer weapon selection menu. Note the strange iron sights; these are actually projectors for an integrated 2-part holographic sight that is only visible in first person.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Bloodhound&amp;quot;==&lt;br /&gt;
The &amp;quot;Bloodhound&amp;quot; is a double-action revolver that appears as a starting weapon in the Zombies map Shadows of Evil. It is based on the OTs-38 Stechkin silent revolver, but has a cylinder of 8 rounds that hinges out on the left side, compared to the OTs-38's 5-round cylinder that hinges out to the right. It is referred to as &amp;quot;revolver38&amp;quot; in the game files.&lt;br /&gt;
[[File:OTs-38 Stechkin.jpg|thumb|none|300px|OTs-38 Stechkin - 7.62x42 mm SP-4]]&lt;br /&gt;
[[File:BO3-Bloodhound.jpg|thumb|none|600px|The &amp;quot;Bloodhound&amp;quot; in first person. For some reason, the hammer remains in cocked position even after firing, like it does on single-action pistols.]]&lt;br /&gt;
[[File:BO3-Bloodhound-thirdperson.jpg|thumb|none|600px|Third-person view of the Bloodhound in the Shadows of Evil trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
A movie poster in the campaign levels &amp;quot;Rise and Fall&amp;quot; and &amp;quot;Lotus Towers&amp;quot; features a man holding what appears to be a [[Colt 1851 Navy]].&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|350px|Colt 1851 Navy - .36 caliber.]]&lt;br /&gt;
[[Image:BO3 Colt 01.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;L-CAR 9&amp;quot;==&lt;br /&gt;
The &amp;quot;L-CAR 9&amp;quot; is a fully-automatic machine pistol that seems to be based primarily on the [[VBR-Belgium PDW]]. The data vault reveals it is chambered in the fictional &amp;quot;5.58x33mm&amp;quot; round and is of American origin.&lt;br /&gt;
[[Image:Vbr-b-compact.jpg|thumb|none|300px|VBR-Belgium PDW - 7.92x24mm]]&lt;br /&gt;
[[File:Bo3lcar.jpg|thumb|none|600px|The L-CAR 9 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser M712 Schnellfeuer==&lt;br /&gt;
The [[Mauser M712 Schnellfeuer]] is available in the remastered edition of the Zombies map &amp;quot;Origins&amp;quot;, in the &amp;quot;Zombies Chronicles&amp;quot; DLC. Like in ''Black Ops II'', it is incorrectly referred to as the Mauser C96, which uses stripper clips as opposed to box magazines.&lt;br /&gt;
[[File:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RK5&amp;quot;==&lt;br /&gt;
Seems to be loosely based on the [[Heckler &amp;amp; Koch USP Match]] with an extended magazine and appears to be two-toned. Fires in three round bursts. The data vault states it is from the United Kingdom and is chambered for &amp;quot;5.58x33mm&amp;quot;, the same round the Vesper, VMP and Kuda fire, making it a rifle-caliber burst pistol. Interestingly, despite its slide moving and reciprocating during fire, when emptied it does not lock back and must be manually pulled when a fresh magazine is inserted; even more oddly, when dual-wielding the weapon or using the &amp;quot;Fast Mags&amp;quot; attachment (which, as with other pistols, simply adds a Magpul-type handling loop to the magazine baseplate that is far too small to be of any use), empty reloads will have the player character flick what seems to be a slide release, despite the slide remaining in battery for the entire duration of the process..&lt;br /&gt;
[[File:H&amp;amp;K-USP-Compensator.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Bo3rk5.jpg|thumb|none|600px|The RK5 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Loaded 1911==&lt;br /&gt;
The [[Springfield Armory Loaded 1911]] was added via an update on May 23, 2017, and is simply referred to as &amp;quot;1911&amp;quot;.&lt;br /&gt;
[[File:SA loaded m1911.jpg|thumb|none|325px|Springfield Armory Loaded M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BO3-M1911.jpg|thumb|none|600px|The SA Loaded 1911 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] model from ''Black Ops II'' is seen on the &amp;quot;Immortal&amp;quot; outfit for the campaign's female playable character. Other than that, it is not available for use in-game.&lt;br /&gt;
[[File:KRISS KARD.jpg|thumb|none|350px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:BO3-Kard.jpg|thumb|none|600px|The shoulder-holstered TDI Kard.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;Bootlegger&amp;quot;==&lt;br /&gt;
The &amp;quot;Bootlegger&amp;quot;, a submachine gun exclusive to Zombies mode, is primarily based on the [[Sten Mk III]], but has a pistol grip similar to that of the Australian [[Sten#Austen Mk I/II|Austen Mk I]] variant, as well as having an Art Deco design and a custom stock. Like most iterations of the Sten Mk II in previous ''Call of Duty'' games, it is incorrectly held from the magazine rather than the handguard, magwell or the assembly in front of the trigger guard. When Pack-a-Punched, it becomes the &amp;quot;Ein Sten&amp;quot;, a play on the actual Sten submachine gun and Einstein's name.&lt;br /&gt;
[[File:Sten MkIII.jpg|thumb|none|400px|Sten Mk III - 9x19mm]]&lt;br /&gt;
[[File:Austen.jpg|thumb|none|400px|Austen Mk I - 9x19mm]]&lt;br /&gt;
[[File:Bootlegger BO3.jpg|thumb|none|600px|The player character firing the &amp;quot;Bootlegger&amp;quot; in the Shadows of Evil trailer.]]&lt;br /&gt;
[[File:Bootlegger thirdperson BO3.jpg|thumb|none|600px|Third-person view of the &amp;quot;Bootlegger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The exact same [[Heckler &amp;amp; Koch MP7A1|MP7A1]] model from ''[[Call of Duty: Black Ops II]]'' is seen in an armory of the map &amp;quot;Rift&amp;quot; from the Eclipse DLC. The weapon also appears as a &amp;quot;hidden&amp;quot; weapon in the PC files, and was a placeholder.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kuda&amp;quot;==&lt;br /&gt;
The &amp;quot;Kuda&amp;quot; is a &amp;quot;futurised&amp;quot; [[Heckler &amp;amp; Koch UMP]]. The data vault states it is South African in origin and is chambered for the &amp;quot;5.58x33mm&amp;quot; round, making it a weird futuristic submachine gun firing a rifle like round.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Bo3kuda.jpg|thumb|none|600px|The Kuda in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is available in some remastered Zombies maps from previous games, available in the &amp;quot;Zombies Chronicles&amp;quot; DLC. It was also seen in the animated intro cuscene of the Zombies map &amp;quot;Der Eisendrache&amp;quot;, used by German soldiers in the truck. Additionally, a futuristic variant known as the &amp;quot;HG 40&amp;quot; was added via a March 2016 update. &lt;br /&gt;
[[File:MP40.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:HG40 BO3.jpg|thumb|none|600px|The &amp;quot;HG 40&amp;quot; in all of its glory.]]&lt;br /&gt;
&lt;br /&gt;
==MSMC==&lt;br /&gt;
The [[Modern Sub Machine Carbine]] was added via an update on August 15, 2017, and is referred to as &amp;quot;XMC&amp;quot;.&lt;br /&gt;
[[File:MSMC SMG.jpg|thumb|none|400px|Modern Sub Machine Carbine - 5.56×30mm MINSAS]]&lt;br /&gt;
[[File:BO3-MSMC.jpg|thumb|none|600px|The MSMC in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Pharo&amp;quot;==&lt;br /&gt;
The &amp;quot;Pharo&amp;quot; is a futuristic SMG with a rather strange gimmick of 4-round bursts with automatic refiring; how this likely works is that the cam mechanism trips the firing mechanism during a burst and afterwards resets automatically, even with the trigger held down. Nevertheless, it shares the same burst-fire function like the [[QCW-05|&amp;quot;Chicom CQB&amp;quot;]] in ''Black Ops II''. Despite being modeled with a P90-like foregrip by default, it does not benefit from it until the Grip attachment is unlocked, giving it an odd stubby foregrip.&lt;br /&gt;
&lt;br /&gt;
Visually, it mostly resembles the [[Ruger MP9]], but it also appears to be a spiritual successor to the [[MSMC]] from ''Black Ops II''. It is stated to be South Korean in origin and is chambered for &amp;quot;9x24mm&amp;quot;.&lt;br /&gt;
[[Image:RugerMP9smg.jpg|thumb|none|350px|Ruger MP9 with stock folded - 9x19mm]]&lt;br /&gt;
[[Image:MSMC SMG.jpg|thumb|400px|none|Modern Sub Machine Carbine - 5.56×30mm MINSAS]]&lt;br /&gt;
[[File:Pharo BO3.jpg|thumb|none|600px|The Pharo in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] became first available in the Zombies map &amp;quot;Gorod Krovi&amp;quot; from the Descent DLC, with the 71-round drum magazine. The weapon was later added to multiplayer via an update on February 7, 2017, and then to the remastered Zombies maps &amp;quot;Verrückt&amp;quot; and &amp;quot;Shi No Numa&amp;quot;. In multiplayer it uses the 35-round stick magazine, but equipping the extended magazine attachment gives it the 71-round drum magazine. The PPSh-41 is held from the barrel shroud in multiplayer (regardless of which magazine is used), while in Zombies it is held from the drum magazine.&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BO3-PPSh41.jpg|thumb|none|600px|The PPSh-41 in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1921AC==&lt;br /&gt;
The [[Thompson M1921AC]] is available in the Zombies map Revelations and in the remastered edition of Origins. Like in ''Black Ops II'', it is referred to as the &amp;quot;M1927&amp;quot;.&lt;br /&gt;
[[Image:M1921Thompson.jpg|450px|thumb|none|Colt M1921AC Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Vesper&amp;quot;==&lt;br /&gt;
The &amp;quot;Vesper&amp;quot; is an even more futuristic version of the modified [[Jian She Type-05]] that appeared in ''Black Ops II'', though it has a FAMAS/QBZ-95-style charging handle. It however fills the role that the Skorpion Evo III did in Black Ops 2: an SMG with an obscenely high fire rate, making it highly effective in close quarters. According to the data vault, it is French in origin and is chambered in &amp;quot;5.58x33mm&amp;quot;. Despite firing the same round as the VMP, it strangely does less damage, likely to balance its extreme fire rate.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|400px|Jian She Type-05 - 9x19mm]]&lt;br /&gt;
[[File:Bo3vesper.jpg|thumb|none|600px|The Vesper in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VMP&amp;quot;==&lt;br /&gt;
A sub-machine gun based on the [[Beretta Mx4 Storm]]. It is however identical to the MP7 from Black Ops 2; an SMG with a 40-round magazine and a high fire rate, being highly popular online and a viable weapon even at higher ranks. The data vault reveals it is chambered in &amp;quot;5.58x33mm&amp;quot; and is Italian in origin.&lt;br /&gt;
[[Image:Beretta Mx4 Storm.jpg|thumb|none|400px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:Bo3vmp.jpg|thumb|none|600px|The VMP in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Weevil&amp;quot;==&lt;br /&gt;
The general shape of the &amp;quot;Weevil&amp;quot; appears to be primarily based on a combination of a Nerf N-Strike Firefly REV-8 and [[FN P90 TR]] with a suppressor and LAM reminiscent of the [[Heckler &amp;amp; Koch Mark 23]] added to the front, as well as the pistol's front sight. Its reload animation is identical to the P90 from the Modern Warfare series, and seems to be a futuristic successor to it; it is stated to be chambered in &amp;quot;5.7x29mm&amp;quot; and is Belgian in origin.&lt;br /&gt;
[[Image:Nerfguns3.jpg|thumb|none|400px|'''Airsoft''' P90 / Nerf N-Strike Firefly REV-8 hybrid]]&lt;br /&gt;
[[Image:SOCOM.jpg|thumb|none|350px|'''Airsoft''' Heckler &amp;amp; Koch MK23 Mod 0 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:Bo3weevil.jpg|thumb|none|600px|The &amp;quot;Weevil&amp;quot; on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Beretta Model 682==&lt;br /&gt;
The [[Beretta 682]] was added via an update on August 15, 2017. Like in the prequels, it is named after the Rottweil Olympia 72. It was also previously seen in the hands of the Nikolai Belinski during the intro cutscene of the remastered edition of the Zombies map &amp;quot;Origins&amp;quot;.&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:BO3-Olympia.jpg|thumb|none|600px|The Beretta 682 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Haymaker 12&amp;quot;==&lt;br /&gt;
The Haymaker 12 is a fully-automatic shotgun that feeds from a 16-round drum. However, its appearance is based more on an assault rifle such as the [[Bushmaster ACR]]. The data vault states it is American in origin and fires 12 gauge shotshells. It reuses the reload animation of the HAMR light machine gun from Black Ops II.&lt;br /&gt;
[[File:Bo3hay.jpg|thumb|none|600px|The Haymaker 12 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KRM-262&amp;quot;==&lt;br /&gt;
The &amp;quot;KRM-262&amp;quot; appears to be somewhat based on the FP6 from ''[[Call of Duty: Ghosts]]''. Interesting to note is that the shells are stored on the right side of the gun, covering the ejection port. In another interesting design choice, the shells are inserted on top of the gun, à la the shotguns from the ''Halo'' series, except the receiver opens up for the shells to be inserted, rather than using a traditional loading gate. Precisely why one would design a manually-operated shotgun with a receiver that seemingly opens up via electric power to reload is not at all clear. The data vault states it is Italian in origin and fires 12 gauge shells. Notably, the weapon re-uses the firing animation of the Remington 870 from ''[[Call of Duty: Black Ops II]]''.&lt;br /&gt;
[[File:Bo3krm.jpg|thumb|none|600px|The KRM-262 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The exact same custom [[Remington 870]] model from ''Black Ops II'' is seen in the armory of the map &amp;quot;Rift&amp;quot;. It is also another hidden weapon from the PC files like the MP7, and was a placeholder.&lt;br /&gt;
[[Image:Rem870M4.jpg|thumb|none|450px|Remington 870 fitted with a pistol grip, Surefire light, and M4-type stock - 12 gauge]]&lt;br /&gt;
[[File:Bo3reming.jpg|thumb|none|600px|The game's Remington 870 model.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] was added via an update on May 23, 2017. Like in all ''Call of Duty'' games, it is incorrectly classified as a submachine gun. An AKS-74U's silhouette is also visible on the &amp;quot;Wall Power&amp;quot; and &amp;quot;Secret Shopper&amp;quot; GobbleGums in Zombies mode.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:BO3-AKS74U.jpg|thumb|none|600px|The AKS-74U in the multiplayer loadout screen.]]&lt;br /&gt;
[[File:BO3 GG AKS74U 01.jpg|thumb|none|600px|The AKS-74U on the GobbleGum for &amp;quot;Secret Shopper&amp;quot;.]]&lt;br /&gt;
[[File:BO3 GG AKS74U 02.jpg|thumb|none|600px|The AKS-74U on the GobbleGum for &amp;quot;Wall Power&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] was added via an update on July 11, 2017. It appears as the &amp;quot;KVK 99m&amp;quot;, and is largely patterned after the one seen in ''[[Call of Duty: Black Ops II]]''.&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:BO3-AN94.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF [[M16]] from the two prequels has been added via an update on February 7, 2017, and now it uses the reloading animation of the FN SCAR from other games. It still incorrectly fires in three-round burst mode, holds 30 rounds in a 20-round magazine, and once again gets the error of having the carrying handle removed when optics are equipped. &amp;quot;CAL .223 5.56&amp;quot; can be seen written on the magazine well.&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|450px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:BO3-M16.jpg|thumb|none|600px|The M16 in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FFAR&amp;quot;==&lt;br /&gt;
A futurized version of the [[FAMAS#FAMAS FÉLIN|FAMAS F1 Valorisé]] has been added via a May 2016 update. It is called &amp;quot;FFAR&amp;quot; in-game, but the game files actually refers it to as a FAMAS.&lt;br /&gt;
[[Image:FamasFelin.jpg|thumb|none|442px|FAMAS F1 Valorisé with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FFAR BO3.jpg|thumb|none|600px|The game's &amp;quot;FFAR&amp;quot;, complete with the obligatory unnecessary sling straps around the handguard and stock, and a flash hider that isn't actually slotted. Note the gas plug while the real FA-MAS is actually a delayed blowback operated rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[SCAR-L]] model from ''Black Ops II'' (where it was labeled as &amp;quot;HAMR&amp;quot;) is seen in the armory of the map &amp;quot;Rift&amp;quot; from the Eclipse DLC.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|none|450px|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
Several unobtainable [[Heckler &amp;amp; Koch HK416]]s are present in a crate in the campaign mission &amp;quot;Lotus Towers&amp;quot;, as well as being seen in the armory of the map &amp;quot;Rift&amp;quot;. The weapon appears in the game files, but is presumably replaced by the more futuristic-looking ICR-1 below.&lt;br /&gt;
[[Image:HK416 14.5 Current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bo3hk416.jpg|thumb|none|600px|The HK416's render. &amp;quot;WA&amp;quot; presumably stands for the in-game Winslow Accord, which is a coalition of Western nations including the United States, so it's likely that this could have been the standard-issue rifle for the US military.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;ICR-1&amp;quot;==&lt;br /&gt;
The &amp;quot;ICR-1&amp;quot; is the more futuristic version of the HK416 that replaced the original placeholder, and given its relatively low damage and high accuracy, it is a spiritual successor to the &amp;quot;M27&amp;quot; from ''Black Ops II'' and reuses its reloading animations for the standard magazine and Fast Mags attachments. It is chambered in 5.56x45mm and is stated to be American in origin.&lt;br /&gt;
[[File:ICR1 BO3.jpg|thumb|none|600px|The ICR-1 in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HVK-30&amp;quot;==&lt;br /&gt;
The &amp;quot;HVK-30&amp;quot; appears to be a carbine [[FN FAL]] derivative, with diagonally sloped upper receiver typical of modern FAL derivatives like the [[FN FAL#Diseños Casanave SC-2010|SC-2010]] or [[DSA SA58 OSW]] and an AR15-esque charging handle. This receiver is then buried in a variety of futuristic bits, such as a monolithic handguard whose rear side panel opens to presumably vent heat (despite no heat visibly venting when opened) when there is no magazine loaded into the weapon. It is described as being chambered in 7.62x35mm (also known as .300 AAC Blackout) in the campaign's data vault and is American in origin.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎|thumb|none|425px|DSArms SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Bo3hvk.jpg|thumb|none|600px|The HVK-30 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] has been added via an update on March 16, 2017.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:BO3-Galil.jpg|thumb|none|600px|The Galil ARM in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KN-44&amp;quot;==&lt;br /&gt;
The &amp;quot;KN-44&amp;quot; is a futuristic successor to the AK platform; it was formerly known as the &amp;quot;ARAK&amp;quot; in the alpha (coincidentally named similarly to the real ARAK-21 rifle system of Faxon Firearms) and &amp;quot;ARK-7&amp;quot; in the beta. It is chiefly based on the AK-200 prototype of the [[AK-12]], but has distinct features such as a 7.62x39mm-styled magazine, a diagonal stock similar to that of the original [[AK-47]] and a deeper magazine well.&lt;br /&gt;
&lt;br /&gt;
The data vault states it is chambered in 7.62x39mm and 5.45x39mm and is Russian in origin (despite the weapon model itself having markings stating its caliber as 7.62x51mm, and as being manufactured in &amp;quot;Belfast, UK&amp;quot;). The latter is somewhat justified by the data vault's statement of precisely what a &amp;quot;KN-44&amp;quot; is; it's not so much a specific weapon so much as it is a type of weapon- an open-source weapon concept (think &amp;quot;Luty submachine gun&amp;quot;) that can be 3d printed in its entirety, and can vary greatly in quality of materials and manufacture, as well as some design details. The caliber, however, is simply impossible based on the magazine's size. When equipped with the Extended Magazine attachment, its reload becomes identical to the AK-47 from the Modern Warfare games, and it becomes modeled with an RPK's 40-round magazine. The &amp;quot;Fast Mags&amp;quot; attachment slings two magazines together in a crescent shape with some paracord, and the reload animation is then identical to the Fast Mags reload for the Black Ops II AN-94; without either magazine attachment, the reload is based on that first used with the FAL in ''Modern Warfare 2'', with the player character knocking the release lever with a new mag to remove the old one, then turning the weapon on its side to rack the charging handle if it was emptied.&lt;br /&gt;
[[File:AK-200.jpg|thumb|none|450px|AK-200 with ACOG scope, folding iron sights, side-folding skeletonized stock, and weaponlight foregrip - 5.45x39mm]]&lt;br /&gt;
[[File:AK200 photo shop.jpg|thumb|none|450px|AK-200 - 7.62x39mm (photoshopped image of an [[AK-103]])]]&lt;br /&gt;
[[File:Bo3kn44.jpg|thumb|none|600px|The KN-44 in the multiplayer loadout screen.]]&lt;br /&gt;
[[File:BO3-KN44.jpg|thumb|none|600px|Random robot-headed guy carrying the KN-44. Get the [[Elysium]] reference here?]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M8A7&amp;quot;==&lt;br /&gt;
The M8A7 is a 4-round burst firing assault rifle which seems to be designed after the [[Heckler &amp;amp; Koch SL8]], though its name implies it is a descendant of the identically functioning M8A1 from Black Ops II, which was based more on the [[Heckler &amp;amp; Koch XM8]], though the weapon has a side mounted charging handle instead of a top mounted one. It is stated to be Belgian in origin and chambered in 7.62x35mm. During firing, the weapon's charging handle reciprocates; it doesn't actually reciprocate far enough to chamber anything much longer than a .22 short, indicating that (assuming we are to assume that this makes some sort of sense) either the weapon has some sort of needlessly complex partial linkup to the charging handle, or the handle simply (and quite frankly, rather worryingly) shakes and rattles around during firing.&lt;br /&gt;
[[Image:H&amp;amp;KSL8Tactical.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 Tactical Match Rifle -  5.56x45mm]]&lt;br /&gt;
[[File:Bo3m8.jpg|thumb|none|600px|The M8A7 in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MX Garand&amp;quot;==&lt;br /&gt;
A futuristic version of the [[M1 Garand]] has been added via a February 2016 update; it is called the &amp;quot;MX Garand&amp;quot; in-game.  Unlike the actual weapon, the bolt is not automatically locked back when an empty clip is ejected, nor does it automatically fly forward after inserting a new clip, requiring the player character to manually pull back the bolt before loading in a fresh clip, and then pull it again to release it from its locked back position to chamber the first round.  Unlike its counterpart in [[Call of Duty: World at War|World at War]], [[Call of Duty: Black Ops|Black Ops]] and [[Call of Duty: Advanced Warfare|Advanced Warfare]], a non-empty clip cannot be manually ejected, requiring the weapon be emptied before a reload can occur.  Due to a glitch on the PC version, which has since been fixed, it was possible to manually eject a non-empty clip, but it used the exact same animations as the empty reload (though the glitched mid-clip reload had the clip be ejected after the bolt is pulled back), unlike in the two previously mentioned games which somewhat accurately depicts a non-empty reload with a different, and longer animation.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:MX Garand BO3.jpg|thumb|none|600px|The MX Garand in the multiplayer weapon selection menu. As with many of the game's weapons, there is a sling strap wrapped around the handguard (underneath the rails, interestingly enough), and another one on the stock. Note also the terminologically incorrect statement in the description of a &amp;quot;Semi-auto assault rifle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is available in the remastered edition of the Zombies map &amp;quot;Origins&amp;quot;, in the Zombies Chronicles DLC.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XR-2&amp;quot;==&lt;br /&gt;
A futuristic bullpup rifle loosely based on the [[Tavor]] (or rather more precisely ''[[Call of Duty: Advanced Warfare]]'''s &amp;quot;IMR&amp;quot;, which was in turn based on a Tavor). It fires in three-round bursts with an auto-reset (stated in the data vault to be a &amp;quot;double-hop&amp;quot; system), meaning keeping the trigger held down will cause it to continuously fire in bursts like the Pharo. It is stated to be American in origin and is chambered for &amp;quot;.308mm&amp;quot;; this is clearly nonsensical, as any such cartridge would be absurdly small. While rounds as small as 1mm have existed, these are typically flechettes (such as those used in the [[Steyr ACR]]) as opposed to traditional projectiles. The caliber .308 Winchester was most likely intended, which is a measurement in inches, not a metrical one. Oddly enough, despite it apparently being a weapon in mass production, &amp;quot;XR&amp;quot; supposedly stands for &amp;quot;Experimental Rifle&amp;quot;.&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|400px|IMI Tavor TAR-21 - 5.56x45mm]]&lt;br /&gt;
[[File:Bo3xr2.jpg|thumb|none|600px|The &amp;quot;XR-2&amp;quot; in the weapon selection screen. At full size, an HK-style pictogram selector can be seen; this has only safe and semi-auto positions, and is set to ''safe''.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Like in several ''Call of Duty'' installments, the portable machine guns in the game (except the Death Machine and the Scythe) are classed as &amp;quot;light machine guns&amp;quot;. This contradicts the data vault describing the &amp;quot;48 Dredge&amp;quot; as a medium machine gun and the &amp;quot;Gorgon&amp;quot; as a .50 caliber heavy machine gun.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;48 Dredge&amp;quot;==&lt;br /&gt;
The &amp;quot;48 Dredge&amp;quot; is a futuristic FN Minimi-based design that is loosely based on the [[FN Minimi|M249-E2]] (despite the name alluding to the [[Mk 48 Mod 0]]), but fires 6-round bursts automatically in a similar fashion to the Pharo. Given the LMGs' priority of sheer volume of suppressing fire over accuracy, the burst-fire is quite counter-intuitive to the weapon's role, but is probably deliberate in order to balance its otherwise high fire rate with the slower-firing LMGs. The data vault hints that it is specifically designed to be a precision suppression weapon. It is stated to be chambered in the same absurdly small &amp;quot;.308mm&amp;quot; as the XR-2, features a similar &amp;quot;double-hop&amp;quot; burst system and is from the United Kingdom.&lt;br /&gt;
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|450px|M249-E2 SAW (Squad Automatic Weapon) - 5.56x45mm (note heat shield over barrel and bent, finger grooved handle. The FN Minimi lacks these features and has a straight 90 degree handle.)]]&lt;br /&gt;
[[File:48DredgeBO3.jpg|thumb|none|600px|The 48 Dredge in the multiplayer loadout screen. Note the rounds that, despite the claims of sub-millimeter ammunition, are not obscenely small.]]&lt;br /&gt;
[[Image:BO3 Dredge 01.jpg|thumb|none|600px|A 48 Dredge mounted on an APC manned by a bored NPC in the campaign level &amp;quot;Black Ops&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 Dredge 02.jpg|thumb|none|600px|A second 48 Dredge mounted on an APC to be manned by the player in the campaign level &amp;quot;Black Ops&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BRM&amp;quot;==&lt;br /&gt;
Another Minimi-based design, this time having a sliding stock like the [[M249|Paratrooper]] variant. It feeds from a 75-round belt fed through a chute, and is probably a spiritual successor to ''Black Ops II'''s Mk 48. It is stated to be Belgian in origin and feeds caseless 5.56 &amp;quot;Brimstone&amp;quot; ammunition.&lt;br /&gt;
&lt;br /&gt;
Oddly, during the campaign two &amp;quot;BRMs&amp;quot; can be found mounted on technicals that somehow fire grenade rounds without any external alteration.&lt;br /&gt;
&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|400px|M249 SAW paratrooper version with 200 round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[File:Bo3brm.jpg|thumb|none|600px|The BRM in the multiplayer loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Death Machine&amp;quot;==&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; is an even more futuristic version of the man-portable [[General Dynamics GAU-19/A]] that appeared in ''Black Ops II''. This time however, it is only available in the Campaign and Zombies mode. In addition, the multiplayer specialist weapon known as the &amp;quot;Scythe&amp;quot; appears to have been based on a GAU-19/A. A mounted version appears in the campaign level &amp;quot;Rise and Fall&amp;quot;. They are also used as remote controlled sentry guns.&lt;br /&gt;
[[Image:GAU19.jpg|thumb|none|400px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:BO3 DM 03.jpg|thumb|none|600px|Death Machine mounted on an airboat in the campaign level &amp;quot;Provocation&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 mounted 01.jpg|thumb|none|600px|The mounted Death Machine in Ramses Station in &amp;quot;Rise and Fall&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 mounted 02.jpg|thumb|none|600px|ADS view. Note the chute for the ammo belt, which is too narrow to be .50 BMG.]]&lt;br /&gt;
[[Image:BO3 DM 01.jpg|thumb|none|600px|An available Death Machine in the campaign level &amp;quot;Lotus Towers&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 DM 02.jpg|thumb|none|600px|The player with the Death Machine in the campaign level &amp;quot;Lotus Towers&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 sentry 01.jpg|thumb|none|600px|A Death Machine as part of a remote sentry.]]&lt;br /&gt;
[[Image:BO3 sentry 02a.jpg|thumb|none|600px|A Death Machine as part of a disabled remote sentry.]]&lt;br /&gt;
[[Image:BO3 sentry 03.jpg|thumb|none|600px|A Death Machine as part of a disabled remote sentry.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08/15==&lt;br /&gt;
The [[Maxim MG08/15]] is available in the remastered edition of the Zombies map &amp;quot;Origins&amp;quot;, in the Zombies Chronicles DLC.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|450px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==&amp;quot;Drakon&amp;quot;==&lt;br /&gt;
This odd-looking sniper rifle appears to be a combination of the [[FG42]] and [[WA2000]], along with quite a lot of alcohol. According to the data vault, its Singaporean in origin and is chambered in &amp;quot;7.63x54mm&amp;quot;. Despite this, the magazine (which, given the caliber, would be a single-stack holding around 5 rounds) carries 20 cartridges. &lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|400px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[Image:1288256728.jpg‎|thumb|none|450px|FG 42 second model with bipod and bayonet deployed - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bo3drakon.jpg|thumb|none|600px|In the future, weapons will be more complex than they have any real right to be.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Locus&amp;quot;==&lt;br /&gt;
Primarily based on the [[PGM Mini-Hecate]]. It is stated to be German in origin and chambered for 8.6x70mm, which is the metric size of the .338 Lapua Magnum round.&lt;br /&gt;
[[File:MiniHecate-SIMRAD.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Bo3locus.jpg|thumb|none|600px|The Locus in the loadout menu. Note the rounds in the windowed magazine that, as one might expect, never deplete.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;P-06&amp;quot;==&lt;br /&gt;
An unorthodox sniper rifle that fires a three-round burst instead of a single shot, and it has a charge-up delay before firing which is similar to the Storm PSR from ''Black Ops II''. Its appearance is primarily based on the [[Kel-Tec RFB]] carbine. Data vault info reveals it is Swiss in origin and is chambered for &amp;quot;7.8x50mm RAR&amp;quot;.&lt;br /&gt;
[[Image:RFB-18.jpg|thumb|none|450px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Bo3p06.jpg|thumb|none|600px|The P-06 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RSA Interdiction&amp;quot;==&lt;br /&gt;
The &amp;quot;RSA Interdiction&amp;quot; is a futuristic bullpup sniper rifle that has been added via a March 2016 update. It is bolt-action in function and is fed by cylinders that swing out to the left and are removed during reloads. The default 6-round cylinder is replaced with an 8-round cylinder when using the Extended Mag attachment. Based on the in-game animations, the rifle shouldn't be able to fire more than 1 round per cylinder, as neither pulling the trigger nor cycling the action rotates the cylinder. It appears to be based on the [[Crye Precision Six12]] revolving shotgun.&lt;br /&gt;
[[File:Crye Precision SIX12 2016.jpg|thumb|none|450px|Crye Precision Six12 - 12 gauge]]&lt;br /&gt;
[[File:RSAInterdiction BO3.jpg|thumb|none|600px|The RSA Interdiction in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] was added via an update on July 11, 2017. It is referred to as the &amp;quot;MAX-GL&amp;quot;, and is the only non-Specialist grenade launcher in the game.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|425px|China Lake grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BO3-ChinaLake.jpg|thumb|none|600px|The China Lake in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
In the animated intro cuscene of the Zombies map Der Eisendrache, one of the German soldiers uses a [[Panzerschreck]].&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XM-53&amp;quot;==&lt;br /&gt;
Based on the [[Carl Gustav M3]], with a [[Heckler &amp;amp; Koch XM25]]-style barrel and an M320 style side opening action. In campaign, it was referred as RPG in a characters voice. The data vault reveals it is American in origin and fires a &amp;quot;76x126mm&amp;quot; warhead. A variant is also available in the campaign for use as an ordinary selectable secondary weapon (as opposed to the territory &amp;quot;heavy weapon&amp;quot; ones that can be picked up throughout certain levels) known as the &amp;quot;XM-53 DF&amp;quot;, the &amp;quot;DF&amp;quot; standing for &amp;quot;dumb-fire&amp;quot;, as this variant of the weapon lacks any sort of lock-on system (or, for that matter, any sort of sight, with the standard integrated optical sight being removed; despite this, aiming down the nonexistent sight is not just possible, it's ''mandatory'').&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84mm]]&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|400px|Pre-2015 XM25 pre-production model- 25 x 40mm]]&lt;br /&gt;
[[File:Bo3xm53.jpg|thumb|none|600px|The XM-53 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==8.8cm Flak 18/36==&lt;br /&gt;
A Flak 88mm is usable during the easter egg of the Zombies map Zetsubou No Shima.&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The giant &amp;quot;mothership&amp;quot; encountered at the end of the level &amp;quot;Lotus Towers&amp;quot; is armed with upside-down RIM-116 Rolling Airframe Missile launchers and [[Phalanx CIWS]] installations on its underside.&lt;br /&gt;
&lt;br /&gt;
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B CIWS - 20x102mm]]&lt;br /&gt;
[[Image:BO3 Phalanx 01.jpg|thumb|none|600px|Maybe the mothership would be harder to shoot down if it wasn't carrying as much anti-aircraft armament as an ''Iowa''-class battleship.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
[[MG34|MG34 Panzerlauf]] machine guns can be seen in the hull mountings of King Tiger tanks encountered during the campaign level &amp;quot;Demon Within.&amp;quot;&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BO3 MG34 01.jpg|thumb|none|600px|An MG34 Panzerlauf on the knocked out King Tiger in &amp;quot;Demon Within&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
&lt;br /&gt;
[[MG42]]s appear in &amp;quot;Demon Within;&amp;quot; they are seen both in fixed mountings with 50-round drums, which is incorrect for weapons being used as medium machine guns which typically used 250-round belts, and mounted on Hanomag halftracks and King Tiger tanks encountered during the level. The latter is also incorrect; since the MG42's barrel-change system was difficult to operate when it was mounted, German tanks used MG34s as AA weapons.&lt;br /&gt;
&lt;br /&gt;
The MG42 has infinite ammunition if used and no limit to how long it can be fired; it appears to be a reworked version of the portable ''World at War'' model, and rather apathetically coughs ammunition out of a position just behind its ejection port.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BO3 MG42 01.jpg|thumb|none|600px|The MG42 mounted to a fence.]]&lt;br /&gt;
[[File:BO3 MG42 02.jpg|thumb|none|600px|The MG42 mounted on a halftrack.]]&lt;br /&gt;
[[File:BO3 MG42 03.jpg|thumb|none|600px|The MG42 mounted on the King Tiger.]]&lt;br /&gt;
&lt;br /&gt;
==MG131==&lt;br /&gt;
An [[MG131 machine gun]] is mounted on a downed German aircraft in the zombies map Gorod Krovi.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The unfathomably large APC seen at the end of the first level of the singleplayer campaign is armed with both a pair of &amp;quot;48 Dredge&amp;quot; machine guns and a pair of barely-altered [[Mk 47 Mod 0 Grenade Launcher]]s. The latter are manned by a pair of NPCs who seem rather apathetic about actually using them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk47-1.jpg|thumb|none|400px|Mk 47 Mod 0 &amp;quot;Striker 40&amp;quot; automatic grenade launcher - 40mm]]&lt;br /&gt;
[[Image:BO3 Mk47 01.jpg|thumb|none|600px|A pair of Mk 47s on a crashed APC in the campaign level &amp;quot;Black Ops&amp;quot;.]]&lt;br /&gt;
[[Image:BO3 Mk47 02.jpg|thumb|none|600px|A pair of Mk 47 manned by bored (and identical) NPCs in the campaign level &amp;quot;Black Ops&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
German soldiers in the campaign level &amp;quot;Demon Within&amp;quot; throw M24 Stielhandgranates (this is odd, given their use of the standard futuristic weapons) rather enthusiastically at the player character.&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BO3 M24 01.jpg|thumb|none|600px|A pair of potato mashers on a table.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A [[Colt M1911A1]]'s silhouette is visible on the &amp;quot;Arms Grace&amp;quot;, &amp;quot;Armamental Accomplishment&amp;quot;, &amp;quot;Near Death Experience&amp;quot; and &amp;quot;Respin Cycle&amp;quot; GobbleGums in Zombies mode. While the Springfield Armory Loaded 1911 is available for use in-game, this particular Colt M1911 isn't.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BO3 GG M1911 01.jpg|thumb|none|600px|The M1911 on the GobbleGum for &amp;quot;Near Death Experience&amp;quot;.]]&lt;br /&gt;
[[File:BO3 GG SPAS 01.jpg|thumb|none|600px|The M1911 on the GobbleGum for &amp;quot;Respin Cycle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A [[Franchi SPAS-12]]'s silhouette is visible on the &amp;quot;Respin Cycle&amp;quot; GobbleGum.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:BO3 GG SPAS 01.jpg|thumb|none|600px|The SPAS on the GobbleGum for &amp;quot;Respin Cycle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
An [[AK-47]]'s silhouette is visible on the &amp;quot;Always Done Swiftly&amp;quot;, &amp;quot;Arms Grace&amp;quot;, &amp;quot;Bullet Bound&amp;quot;, &amp;quot;Shopping Free&amp;quot; and &amp;quot;Head Drama&amp;quot; GobbleGums.&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BO3 GG AK 01.jpg|thumb|none|600px|The AK on the GobbleGum for &amp;quot;Shopping Free&amp;quot;.]]&lt;br /&gt;
[[File:BO3 GG AK 02.jpg|thumb|none|600px|The AK on the GobbleGum for &amp;quot;Bullet Bound&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1121158</id>
		<title>Call of Duty: Infinite Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1121158"/>
		<updated>2017-08-04T19:26:23Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: Revamped the M1 Garand section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Infinite Warfare&lt;br /&gt;
|picture=CoDIW-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date=2016&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;EMC&amp;quot;==&lt;br /&gt;
The &amp;quot;EMC&amp;quot;, standing for &amp;quot;Electro-Magnetic Compact&amp;quot;, is an energy pistol primarily based on the [[Springfield Armory, Inc|Springfield Armory]] [[Springfield Armory XD|XD]] Sub-Compact.&lt;br /&gt;
[[File:SpringfieldXD9SC.jpg|thumb|none|300px|Springfield Armory XD Subcompact - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-EMC.jpg|thumb|none|600px|The &amp;quot;EMC&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIWEMCfiring.jpg|thumb|none|600px|Reyes firing at a haywire robot with his &amp;quot;EMC&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only secondary &amp;quot;classic&amp;quot; weapon available in the game; it is referred to as the &amp;quot;Hornet&amp;quot;, referencing the ''Modern Warfare 2'' mission &amp;quot;The Hornet's Nest&amp;quot;, where a &amp;quot;G18&amp;quot; (actually a [[Glock 17]]) was the starting handgun. Additionally, the &amp;quot;Cartel&amp;quot; supply drop variant of the &amp;quot;Kendall 44&amp;quot; seen below is based on a Glock 18.&lt;br /&gt;
[[File:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C with a 19 and 31 round magazine - 9x19mm]]&lt;br /&gt;
[[File:CODIWG18.jpg|thumb|none|600px|A space operator on the moon chamber-checks the Glock 18C, [[Black#Glock 19|Black]] style.]]&lt;br /&gt;
[[File:CODIWG18-2.jpg|thumb|none|600px|Bored, he shows off the compensator cuts while trying to get a better look at a scale model of the ''Odin'' kinetic superweapon from Call of Duty: Ghosts.]]&lt;br /&gt;
[[File:CODIWG18reload.jpg|thumb|none|600px|Back on terra firma, a multiplayer character reloads a suppressed G18C with a severely underloaded 33-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm&amp;quot;==&lt;br /&gt;
The &amp;quot;Hailstorm&amp;quot; is a massive fictional revolver bearing a distinct resemblance to the [[RSh-12]] revolver. It is mechanically bizarre in several ways: it fires in three-round bursts, using superimposed chambers in the cylinder (the game calls this a &amp;quot;chamber stack&amp;quot;), despite the rounds appearing to be fully cased, rather than caseless, as such a system would necessitate. The weapon appears to use a traditional firing pin, which would only be able to strike the rear cartridge's primer (while an argument could be made that the burst works through a deliberate chain fire, with each cartridge setting off the next, the recoil of the weapon would likely cause this to happen to all of the chambers when the weapon was fired, most likely causing the gun to explode); the hammer operates exclusively in single-action, striking the firing pin 3 times, despite there being no obvious reason for it to self-cock (normal self-cocking revolvers such as the [[Webley-Fosbery Automatic Revolver]] have some form of recoiling segment to cock the hammer, usually the barrel and upper frame). The cylinder is actually a shell in which the real, detachable set of chambers sits, with nothing obvious to hold it in place, and the weapon's cylinder is hexagonal, despite it only having 4 chambers to rotate between (12 shots total).&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|375px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:CoDIW-Hailstorm.jpg|thumb|none|600px|The Hailstorm revolver, in all of its physics-defying glory.]]&lt;br /&gt;
[[File:CODIW Hail 1.jpg|thumb|none|600px|As with [[Call of Duty: Ghosts]], akimbo weapons can still be paired with optical sights.]]&lt;br /&gt;
[[File:CODIW Hail 2.jpg|thumb|none|600px|Ejecting the superimposed cartridges. The hexagonal cylinder and pins beside the cylinder are reminiscent of the [[Chiappa Rhino]].]]&lt;br /&gt;
[[File:CODIW Hail 3.jpg|thumb|none|600px|Sealing the &amp;quot;Hailstorm's&amp;quot; cylinder shut.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kendall 44&amp;quot;==&lt;br /&gt;
A striker-fired pistol resembling the [[Glock 19]] is one of the standard issue sidearms available in the game, chambered in a fictional &amp;quot;44 ACP&amp;quot; cartridge. By default it feeds from a 16-round magazine and fires semi-automatically, but can be upgraded to fire in full-auto.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|325px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:CODIWKendallmenu.jpg|thumb|none|600px|Menu entry of the pistol.]]&lt;br /&gt;
[[File:CODIWKendall.jpg|thumb|none|600px|Captain Nick Reyes reloading the &amp;quot;Kendall 44&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from ''Call of Duty: Ghosts''. It was added via an update on July 25, 2017, and is now referred to as the &amp;quot;Stallion .44&amp;quot;. It is still used in single-action mode, but this time the player character fans the hammer when hip-firing, increasing the fire rate in the process. For some reason, it is classed among the futuristic handguns rather than the &amp;quot;classic&amp;quot; weapons.&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:CoDIW-Stallion.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;FHR-40&amp;quot;==&lt;br /&gt;
The &amp;quot;FHR-40&amp;quot; is a fictional submachine gun resembling an [[FN P90]], with a bolt locking recess resembling an [[H&amp;amp;K MP5]]. According to the game's description, it uses a magnetic bolt carrier to increase fire rate; the practicality of this is rather questionable, as the decreased friction of a magnetically suspended bolt would have very little effect on the operation of the weapon. This would mean the weapon required power to function, not to mention the fact that when magnets are heated (for instance, when placed near the chamber of a submachine gun with an absurd fire rate), they lose their magnetism, which would render the weapon more or less completely useless as the bolt group would start to move around off-centre inside the carrier.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:CoDIW-FHR40.jpg|thumb|none|600px|The &amp;quot;FHR-40&amp;quot; in the weapon selection menu. Note the ''[[Binary Domain]]''-style striking muzzle that spans the entirety of the front of the weapon.]]&lt;br /&gt;
[[File:CODIWFHR40.jpg|thumb|none|600px|&amp;quot;FHR-40&amp;quot; in hand, Reyes disregards warnings against stealing the SDF's latest budgetary spaceplane mess. The translucent magazine actually depletes when firing, like with the P90 and the G36C in ''Modern Warfare Remastered''.]]&lt;br /&gt;
[[File:CODIW FHR reload.jpg|thumb|none|600px|Locking the bolt back on the &amp;quot;FHR-40&amp;quot;. Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] was added via an update on March 2, 2017. It is referred to as &amp;quot;Trencher&amp;quot; in-game, and is classed among the futuristic submachine guns rather than the &amp;quot;classic&amp;quot; weapons, similarly to the Raging Bull.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-MP28.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is one of the classic weapons. It is called &amp;quot;MacTav-45&amp;quot; in-game, as a reference to the protagonist John &amp;quot;Soap&amp;quot; MacTavish from the ''Modern Warfare'' series. The charging handle incorrectly locks back on its own before reloading an empty magazine. There's also the &amp;quot;HVR&amp;quot;, resembling a UMP45 with its stock folded. Interestingly, one of the variants of the HVR, the &amp;quot;Gemini&amp;quot;, which can uniquely be dual-wielded, has the body of a [[Heckler &amp;amp; Koch USC]], right down to the distinctive light gray coloration (albeit with a standard UMP barrel with a suppressor, rather than the USC's 16&amp;quot; one)&lt;br /&gt;
[[File:UMP-45 Ironman.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 with C-More red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]]&lt;br /&gt;
[[Image:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP. This is the basis for the Gemini variant of the HVR.]]&lt;br /&gt;
[[File:CODIWUMP.jpg|thumb|none|600px|A multiplayer character looks at some space debris with his trusty UMP45 in hand. As with the image above and unlike previous games in the series, this UMP has a Surefire M900 foregrip.]]&lt;br /&gt;
[[File:CODIWUMPcharging.jpg|thumb|none|600px|Zombies character Andre charges a &amp;quot;HVR&amp;quot; before seeing off some cyber-undead.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Karma-45&amp;quot;==&lt;br /&gt;
The &amp;quot;Karma-45&amp;quot; is a futuristic [[TDI Vector]]. Notably, the gun is double-barreled and has dual-magazines built in for faster reloads. It is known as &amp;quot;CRB&amp;quot; in the game files, which refers to the civilian semi-automatic Vector that has a 16&amp;quot; barrel, and was the same name incorrectly applied to the standard Vector in ''Ghosts''. The &amp;quot;Deimos&amp;quot; special variant has the stock removed and flush-fitting magazines in use.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:ResidentEvilTDIVector 01.jpg|thumb|none|325px|TDI / KRISS USA Vector - .45 ACP as seen in ''[[Resident Evil: Retribution]]''. This is the basis for the Deimos variant of the Karma-45.]]&lt;br /&gt;
[[File:CODIWKarmamenu.jpg|thumb|none|600px|The &amp;quot;Karma-45&amp;quot; in the single-player loadout menu.]]&lt;br /&gt;
[[File:CODIWKarma.jpg|thumb|none|600px|&amp;quot;EBR-800&amp;quot; in hand, Reyes looks at Staff Sergeant Omar's Siamese Vector inside a hangar on the Moon base.]]&lt;br /&gt;
[[File:CODIW Karma 1.jpg|thumb|none|600px|Reloading the ''Vector-Perosa''...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VPR&amp;quot;==&lt;br /&gt;
The &amp;quot;VPR&amp;quot; is a double-barreled submachine gun added via an update on March 28, 2017. The weapon is directly based on the [[Heckler &amp;amp; Koch MP5K]], while the &amp;quot;Yokai&amp;quot; supply drop variant is inspired by the full-size [[MP5A3]].&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|325px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[File:MP5A3 StockCollapsed.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-VPR.jpg|thumb|none|600px|The &amp;quot;VPR&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDIW-VPR-Yokai.jpg|thumb|none|600px|The &amp;quot;Yokai&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''[[Call of Duty: Ghosts]]'' as the OSA (which is written on the receiver, standing for Orbital Space Aeronautics.) The model is ripped from Ghosts with no edits, judging by the fact that it still has an [[FN40GL]] (with a missing trigger) mounted instead of a [[Beretta GLX-160|Beretta GLX160]].&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|450px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:CODIWARX.jpg|thumb|none|600px|The Moon soldier gazes back at earth with his white ARX-160....]]&lt;br /&gt;
[[File:CODIWARXreload.jpg|thumb|none|600px|....which apparently feeds from 5.45x39 millimeters of space.]]&lt;br /&gt;
[[File:CODIWARXcharging.jpg|thumb|none|600px|Charging the OSA ARX-160.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears in Infinite Warfare simply as the &amp;quot;M1&amp;quot;. The in-game description states that its &amp;quot;top-loading clip&amp;quot; (written in blue text, signifying that it is an integral attachment, though it's not. The concept of integral attachments was pulled from Ghosts, where the only true integral &amp;quot;attachments&amp;quot; were suppressors) can only be reloaded by emptying it, which is incorrect. A modernized version of the rifle appears as the &amp;quot;DMR-1&amp;quot;, sporting a VLTOR Cluster Rail, cheekpiece with cartridge holders, unusable laser sights, absurdly large muzzle device, and an scope by default, mounted off to the left of the rifle like the M1C and M1D marksman rifles. This version can have its clip ejected when partially empty.&lt;br /&gt;
[[File:M1 Garand.jpg‎|thumb|none|450px|M1 Garand - .30-06 Springfield]]&lt;br /&gt;
[[File:Cod_iw_m1g_campaign_menu.jpg‎|thumb|none|600px|The M1 can be unlocked in the Campaign after completing the Specialist difficulty. It is called the &amp;quot;DMR-1&amp;quot;, but retains its Multiplayer description and has no attachments available for it.]]&lt;br /&gt;
[[File:Cod_iw_m1g_campaign_fp.jpg|thumb|none|600px|Reyes points his virtual DMR-1 Garand at the ceiling while wondering why it's so ridiculously shiny.]]&lt;br /&gt;
[[File:CODIW M1.jpg|thumb|none|600px|Looking at some Americana with the M1 Garand.]]&lt;br /&gt;
[[File:CODIWM1ads.jpg|thumb|none|600px|Apparently this particular fine instrument of battle survived at least a century in good condition, except for the tip-top of the rear sight ring.]]&lt;br /&gt;
[[File:CODIWM1ping.jpg|thumb|none|600px|&amp;quot;In space, no one can hear your ping...&amp;quot;]]&lt;br /&gt;
[[File:CoDIW DMR-1 Menu.jpg|thumb|none|600px|The &amp;quot;DMR-1&amp;quot; in the Create-a-Class menu. Note the terrible condition of the modern variant compared to the original.]]&lt;br /&gt;
[[File:CODIWDMR-1.jpg|thumb|none|600px|Overlooking Lake Geneva with a reflex-sight equipped &amp;quot;DMR-1&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDMR-1reload.jpg|thumb|none|600px|Inserting the en-bloc clip after some designated-marksmanning.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Spectacle&amp;quot; variant of the DMR-1 appears to be based on the T26 &amp;quot;Tanker Garand&amp;quot; carbine, with a muzzle device borrowed from a Springfield Armory [[M1A SOCOM 16]].&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|450px|Springfield Armory M1A SOCOM 16 - 7.62x51mm (.308 Springfield)]]&lt;br /&gt;
[[File:Cod iw dmr1 spectacle.jpg|thumb|none|600px|The &amp;quot;Spectacle&amp;quot; variant in the Create-a-Class menu.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;EBR-800&amp;quot; is a fictitious sniper rifle/assault rifle hybrid based off the M1 Garand. The weapon shoots bolts of energy and is fed by large, side-loading batteries.&lt;br /&gt;
[[File:Cod_iw_ebr_campaign_menu.jpg|thumb|none|600px|The EBR in the Campaign Loadout menu.]]&lt;br /&gt;
[[File:Cod_iw_ebr_campaign_spawn.jpg|thumb|none|600px|Reyes flips his simulated EBR's scope into place upon pickup.]]&lt;br /&gt;
[[File:Cod_iw_ebr_campaign_fp_sr.jpg|thumb|none|600px|Reyes holds his EBR in sniper mode.]]&lt;br /&gt;
[[File:Cod_iw_ebr_campaign_fp_reload.jpg|thumb|none|600px|Reyes moves to stick a new battery in his rifle.]]&lt;br /&gt;
[[File:Cod_iw_ebr_campaign_fp_ar.jpg|thumb|none|600px|Reyes holds the EBR, now in AR mode.]]&lt;br /&gt;
[[File:Cod_iw_ebr_campaign_fp_holo.jpg|thumb|none|600px|The holographic reticle that serves as the aiming method in AR mode.]]&lt;br /&gt;
[[File:Cod_iw_ebr_campaign_stubby.jpg|thumb|none|600px|Reyes spawns into the VR firing range with an EBR equipped with a rectangular ACOG. Without the default scope, the rifle switches modes by shortening and extending the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;NV4&amp;quot;==&lt;br /&gt;
The &amp;quot;NV4&amp;quot; is an assault rifle available in game, resembling an [[M4A1 Carbine]] fitted with various futuristic embellishments, making the upper receiver resemble a VLTOR build. In fact, the weapon is referred to as &amp;quot;M4&amp;quot; in the game files.&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|375px|'''Airsoft''' M4 with Magpul furniture - (fake) 5.56x45mm]]&lt;br /&gt;
[[File:CODIWNV4menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;NV4&amp;quot;.]]&lt;br /&gt;
[[File:CODIWNV4charging.jpg|thumb|none|600px|Reyes charges his suppressed space M4 at the start of a virtual reality firing range simulator.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Type-2&amp;quot;==&lt;br /&gt;
The &amp;quot;Type-2&amp;quot; is an energy based rifle heavily resembling the [[Magpul FMG-9]]; the game files refer it indeed to as &amp;quot;FMG&amp;quot;. It can be split into two dual-wielded weapons at the player's discretion. Oddly enough, the P90 magazine-esque energy cell only feeds into the rear of these two weapons, begging the question of how exactly energy is transferred to the front gun when the two are detached.&lt;br /&gt;
[[File:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 in open form- 9x19mm]]&lt;br /&gt;
[[File:CODIWType2.jpg|thumb|none|600px|Menu page of the &amp;quot;Type-2&amp;quot;.]]&lt;br /&gt;
[[File:CODIWType2scan.jpg|thumb|none|600px|Acquiring the Type-2 from a weapons locker.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Volk&amp;quot;==&lt;br /&gt;
An [[AKM]] heavily resembling the customized AKM from [[Elysium#AKM|Elysium]] appears as an energy-firing assault rifle known as the &amp;quot;Volk&amp;quot; in Infinite Warfare. It is fairly commonly used by Settlement Defense Front soldiers in campaign. It is referred to as &amp;quot;AKE&amp;quot; in the game files.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM (stamped steel receiver with slant muzzle brake) - 7.62x39mm]]&lt;br /&gt;
[[File:CODIWVolk.jpg|thumb|none|600px|Menu entry of the &amp;quot;Volk&amp;quot;.]]&lt;br /&gt;
[[File:CODIWVolkreload.jpg|thumb|none|600px|Reyes reloads his Volk after an annoying gunfight on the Moon terminal that resulted in a lot dangerously weak windows getting shot out into the vacuum of space. Making a futuristic weapon seems to consist of gluing ''the future'' to a normal one in this case. Which apparently includes an 80s printer cable.]]&lt;br /&gt;
[[File:CODIWVolkcharging.jpg|thumb|none|600px|Performing an underhand tug of the charging handle.]]&lt;br /&gt;
[[File:CODIWVolkspeedloading.jpg|thumb|none|600px|Andre performs a tactical reload on the upgraded Volk in Zombies, showing off the bizarre energy cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;X-Eon&amp;quot;==&lt;br /&gt;
First appearing as a VR gun simulator on board the ''Retribution'', this weapon appears to be based on the [[FN SCAR-H]]. It was later added to multiplayer as the &amp;quot;X-Eon&amp;quot;, and made available through supply drops; there, it functions as a fully-automatic energy assault rifle which somehow changes its fire rate depending on whether the player aims down the sights or hipfires.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|425px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW X-Eon 01.jpg|thumb|none|600px|A crewmember using the VR gun simulator.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including two X-Eons.]]&lt;br /&gt;
[[File:CoDIW X-Eon 02.jpg|thumb|none|600px|The X-Eon in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is as a &amp;quot;classic&amp;quot; weapon, where it goes by the moniker &amp;quot;TF-141&amp;quot;, referencing the ''Modern Warfare'' series' fictional Task Force 141. Another sniper rifle resembling it also appears, called the &amp;quot;Widowmaker&amp;quot;, and is a truly bizarre sight to behold. Despite only having one barrel, it fires in 2-round bursts from a 12-round magazine (which, given its size in comparison to the casings that the weapon ejects, could barely hold 5); the weapon fires twice with each trigger pull, then the bolt is worked, and two spent casings are ejected from the weapon, along with any last trace of functional conceivability that the weapon might have had. The name seems to be a potential reference to Blizzard's game ''Overwatch'', where a character named Widowmaker wields a (far more functionally plausible) burst-firing sniper rifle.&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M-200 - .408 CheyTac]]&lt;br /&gt;
[[File:CODIWCheytac.jpg|thumb|none|600px|Chamber-checking the CheyTac M-200. Note that the underbarrel carrying handle is now used instead of the magazine as a grip for the supporting hand.]]&lt;br /&gt;
[[File:CODIWCheytacdrone.jpg|thumb|none|600px|A multiplayer character considers sacrificing his spider grenade to the event horizon from ''Interstellar''.]]&lt;br /&gt;
[[File:CODIWCheytaccycling.jpg|thumb|none|600px|Having failed to do so, he offers several .408 rounds instead.]]&lt;br /&gt;
[[File:CODIWCheytacreload.jpg|thumb|none|600px|Reloading the Intervention.]]&lt;br /&gt;
[[File:CODIWwidowmaker.jpg|thumb|none|600px|Reloading the &amp;quot;Widowmaker&amp;quot;, which has a Harris bipod among several other minor cosmetic changes.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KBS Longbow&amp;quot;==&lt;br /&gt;
The &amp;quot;KBS Longbow&amp;quot; is a fictional high-powered bolt-action sniper rifle resembling a [[Remington MSR]]. Oddly enough, rather than having a traditional bolt handle, the entire pistol grip is used as a bolt handle pivoting to the right.&lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|450px|Remington MSR with Harris bipod, Leupold Mark 4 scope and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDIW-KBS-Longbow.jpg|thumb|none|600px|The KBS Longbow in the weapon selection menu. Note the unusable bipod and absurdly massive muzzle brake.]]&lt;br /&gt;
[[File:CODIW KBS 1.jpg|thumb|none|600px|Operating the distinct bolt action of the KBS.]]&lt;br /&gt;
[[File:CODIW KBS 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:CODIW KBS 3.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==&amp;quot;Auger&amp;quot;==&lt;br /&gt;
The &amp;quot;Auger&amp;quot; is a portable minigun that was added via an update on March 2, 2017. Is is under the light machine guns class and resembles the [[M134 Minigun]], but with three barrels instead of six.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW-Auger.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;DCM-8&amp;quot;==&lt;br /&gt;
The &amp;quot;DCM-8&amp;quot; is a fully-automatic energy shotgun that somewhat resembles the Monolith Arms P-12 prototype, a 12-gauge pump-action shotgun that fed from a box magazine very similar to that of the [[FN P90]]. The weapon in-game also has two pistol grips similar to that of the [[Heckler &amp;amp; Koch XM25]].&lt;br /&gt;
[[File:MonolithP12.jpg|thumb|none|450px|Monolith Arms P-12 shotgun with FN P90 for comparison.]]&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm.]]&lt;br /&gt;
[[File:CODIWDCM8menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;DCM-8&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDCMscan.jpg|thumb|none|600px|Scanning the DCM-8, showing off the rather large magazine.]]&lt;br /&gt;
[[File:CODIWDCMreload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] appears in game as the &amp;quot;S-Ravage&amp;quot; (referencing well-known COD personality Sandy Ravage) and the &amp;quot;Rack-9&amp;quot;, with the latter having a slightly shortened barrel, no stock, a strange pump handle and heat shield, and a shell-holder. Both are operated exclusively in pump-action. Oddly, a shell is ejected at the start of a reload, despite the pump not being worked and the ejection port not opening.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|375px|Franchi SPAS-12 with stock removed - 12 gauge. This one is the basis for the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge. This one is the basis for the &amp;quot;Smoothbore&amp;quot; supply drop variant of the Rack-9.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including another SPAS-12. The pickup icon shows the stock as folded.]]&lt;br /&gt;
[[File:CODIWSPAS-12pumping.jpg|thumb|none|600px|Pumping the SPAS-12, which still requires the operator to point it upwards at 11 o'clock for some reason. However, the chamber now properly opens and ejects a shell as opposed to the mess that was in previous Infinity Ward games.]]&lt;br /&gt;
[[File:CODIW Rack 1.jpg|thumb|none|600px|Looking at a familiar ring world with the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:CODWI Rack 2.jpg|thumb|none|600px|Reloading; the animation is the same between both weapons.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M.2187&amp;quot;==&lt;br /&gt;
The &amp;quot;M.2187&amp;quot; is a futuristic version of the [[Winchester Model 1887]].&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[File:CoDIW-M2187.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Reaver&amp;quot;==&lt;br /&gt;
The &amp;quot;Reaver&amp;quot; is a fictional semi-automatic shotgun heavily resembling the [[Kel-Tec KSG]], with a 10-round helical magazine similar in appearance to the [[SRM Arms 1200 Series Shotguns|SRM Arms M1212]]'s quad-tube system.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
[[File:CODIWReavermenu.jpg|thumb|none|600px|&amp;quot;Reaver&amp;quot; menu icon in singleplayer.]]&lt;br /&gt;
[[File:CODIWReaverreload.jpg|thumb|none|600px|Reloading the massive helical magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The underbarrel [[FN 40GL]] returns from ''Call of Duty: Ghosts''. It still has no trigger, and this time it is solely integrated to the Beretta ARX-160.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL / Mk 13 Mod 0 - 40x46mm]]&lt;br /&gt;
[[File:CODIWGLX.jpg|thumb|none|600px|Aiming the FN Mk 13 at the sushi bar that replaced Burgertown in the Terminal remake.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Spartan SA3&amp;quot;==&lt;br /&gt;
The &amp;quot;Spartan SA3&amp;quot; is a fictional rocket launcher resembling the [[Carl Gustav M3]]. The weapon in-game is muzzle-loaded, unlike the actual Gustav that has a breech-loading casing system.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:CoDIW-SpartanSA3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CODIWSpartanreload.jpg|thumb|none|600px|Reyes loads a warhead into the Spartan SA3...]]&lt;br /&gt;
[[File:CODIWSpartantap.jpg|thumb|none|600px|...and then wonders if now is a good time to pull the trigger.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The &amp;quot;Blitzkrieg&amp;quot; supply drop variant of the MP28/II is fitted with a flamethrower-looking like device, which mounts an M1 rifle grenade adapter and allows it to fire a [[Mk 2 hand grenade]].&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|350px|none|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDIW-MP28-GL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_stubby.jpg&amp;diff=1121157</id>
		<title>File:Cod iw ebr campaign stubby.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_stubby.jpg&amp;diff=1121157"/>
		<updated>2017-08-04T19:22:31Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_fp_reload.jpg&amp;diff=1121156</id>
		<title>File:Cod iw ebr campaign fp reload.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_fp_reload.jpg&amp;diff=1121156"/>
		<updated>2017-08-04T19:21:42Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_fp_holo.jpg&amp;diff=1121155</id>
		<title>File:Cod iw ebr campaign fp holo.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_fp_holo.jpg&amp;diff=1121155"/>
		<updated>2017-08-04T19:21:02Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_fp_ar.jpg&amp;diff=1121154</id>
		<title>File:Cod iw ebr campaign fp ar.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_fp_ar.jpg&amp;diff=1121154"/>
		<updated>2017-08-04T19:20:06Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_fp_sr.jpg&amp;diff=1121153</id>
		<title>File:Cod iw ebr campaign fp sr.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_fp_sr.jpg&amp;diff=1121153"/>
		<updated>2017-08-04T19:19:40Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_spawn.jpg&amp;diff=1121152</id>
		<title>File:Cod iw ebr campaign spawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_spawn.jpg&amp;diff=1121152"/>
		<updated>2017-08-04T19:18:51Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_menu.jpg&amp;diff=1121151</id>
		<title>File:Cod iw ebr campaign menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_ebr_campaign_menu.jpg&amp;diff=1121151"/>
		<updated>2017-08-04T19:18:17Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_m1g_campaign_fp.jpg&amp;diff=1121146</id>
		<title>File:Cod iw m1g campaign fp.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_m1g_campaign_fp.jpg&amp;diff=1121146"/>
		<updated>2017-08-04T17:51:40Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Cod_iw_m1g_campaign_menu.jpg&amp;diff=1121145</id>
		<title>File:Cod iw m1g campaign menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Cod_iw_m1g_campaign_menu.jpg&amp;diff=1121145"/>
		<updated>2017-08-04T17:50:52Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1121043</id>
		<title>Call of Duty: Infinite Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1121043"/>
		<updated>2017-08-04T03:08:33Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* M1 Garand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Infinite Warfare&lt;br /&gt;
|picture=CoDIW-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date=2016&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;EMC&amp;quot;==&lt;br /&gt;
The &amp;quot;EMC&amp;quot;, standing for &amp;quot;Electro-Magnetic Compact&amp;quot;, is an energy pistol primarily based on the [[Springfield Armory, Inc|Springfield Armory]] [[Springfield Armory XD|XD]] Sub-Compact.&lt;br /&gt;
[[File:SpringfieldXD9SC.jpg|thumb|none|300px|Springfield Armory XD Subcompact - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-EMC.jpg|thumb|none|600px|The &amp;quot;EMC&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIWEMCfiring.jpg|thumb|none|600px|Reyes firing at a haywire robot with his &amp;quot;EMC&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only secondary &amp;quot;classic&amp;quot; weapon available in the game; it is referred to as the &amp;quot;Hornet&amp;quot;, referencing the ''Modern Warfare 2'' mission &amp;quot;The Hornet's Nest&amp;quot;, where a &amp;quot;G18&amp;quot; (actually a [[Glock 17]]) was the starting handgun. Additionally, the &amp;quot;Cartel&amp;quot; supply drop variant of the &amp;quot;Kendall 44&amp;quot; seen below is based on a Glock 18.&lt;br /&gt;
[[File:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C with a 19 and 31 round magazine - 9x19mm]]&lt;br /&gt;
[[File:CODIWG18.jpg|thumb|none|600px|A space operator on the moon chamber-checks the Glock 18C, [[Black#Glock 19|Black]] style.]]&lt;br /&gt;
[[File:CODIWG18-2.jpg|thumb|none|600px|Bored, he shows off the compensator cuts while trying to get a better look at a scale model of the ''Odin'' kinetic superweapon from Call of Duty: Ghosts.]]&lt;br /&gt;
[[File:CODIWG18reload.jpg|thumb|none|600px|Back on terra firma, a multiplayer character reloads a suppressed G18C with a severely underloaded 33-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm&amp;quot;==&lt;br /&gt;
The &amp;quot;Hailstorm&amp;quot; is a massive fictional revolver bearing a distinct resemblance to the [[RSh-12]] revolver. It is mechanically bizarre in several ways: it fires in three-round bursts, using superimposed chambers in the cylinder (the game calls this a &amp;quot;chamber stack&amp;quot;), despite the rounds appearing to be fully cased, rather than caseless, as such a system would necessitate. The weapon appears to use a traditional firing pin, which would only be able to strike the rear cartridge's primer (while an argument could be made that the burst works through a deliberate chain fire, with each cartridge setting off the next, the recoil of the weapon would likely cause this to happen to all of the chambers when the weapon was fired, most likely causing the gun to explode); the hammer operates exclusively in single-action, striking the firing pin 3 times, despite there being no obvious reason for it to self-cock (normal self-cocking revolvers such as the [[Webley-Fosbery Automatic Revolver]] have some form of recoiling segment to cock the hammer, usually the barrel and upper frame). The cylinder is actually a shell in which the real, detachable set of chambers sits, with nothing obvious to hold it in place, and the weapon's cylinder is hexagonal, despite it only having 4 chambers to rotate between (12 shots total).&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|375px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:CoDIW-Hailstorm.jpg|thumb|none|600px|The Hailstorm revolver, in all of its physics-defying glory.]]&lt;br /&gt;
[[File:CODIW Hail 1.jpg|thumb|none|600px|As with [[Call of Duty: Ghosts]], akimbo weapons can still be paired with optical sights.]]&lt;br /&gt;
[[File:CODIW Hail 2.jpg|thumb|none|600px|Ejecting the superimposed cartridges. The hexagonal cylinder and pins beside the cylinder are reminiscent of the [[Chiappa Rhino]].]]&lt;br /&gt;
[[File:CODIW Hail 3.jpg|thumb|none|600px|Sealing the &amp;quot;Hailstorm's&amp;quot; cylinder shut.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kendall 44&amp;quot;==&lt;br /&gt;
A striker-fired pistol resembling the [[Glock 19]] is one of the standard issue sidearms available in the game, chambered in a fictional &amp;quot;44 ACP&amp;quot; cartridge. By default it feeds from a 16-round magazine and fires semi-automatically, but can be upgraded to fire in full-auto.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|325px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:CODIWKendallmenu.jpg|thumb|none|600px|Menu entry of the pistol.]]&lt;br /&gt;
[[File:CODIWKendall.jpg|thumb|none|600px|Captain Nick Reyes reloading the &amp;quot;Kendall 44&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from ''Call of Duty: Ghosts''. It was added via an update on July 25, 2017, and is now referred to as the &amp;quot;Stallion .44&amp;quot;. It is still used in single-action mode, but this time the player character fans the hammer when hip-firing, increasing the fire rate in the process. For some reason, it is classed among the futuristic handguns rather than the &amp;quot;classic&amp;quot; weapons.&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:CoDIW-Stallion.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;FHR-40&amp;quot;==&lt;br /&gt;
The &amp;quot;FHR-40&amp;quot; is a fictional submachine gun resembling an [[FN P90]], with a bolt locking recess resembling an [[H&amp;amp;K MP5]]. According to the game's description, it uses a magnetic bolt carrier to increase fire rate; the practicality of this is rather questionable, as the decreased friction of a magnetically suspended bolt would have very little effect on the operation of the weapon. This would mean the weapon required power to function, not to mention the fact that when magnets are heated (for instance, when placed near the chamber of a submachine gun with an absurd fire rate), they lose their magnetism, which would render the weapon more or less completely useless as the bolt group would start to move around off-centre inside the carrier.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:CoDIW-FHR40.jpg|thumb|none|600px|The &amp;quot;FHR-40&amp;quot; in the weapon selection menu. Note the ''[[Binary Domain]]''-style striking muzzle that spans the entirety of the front of the weapon.]]&lt;br /&gt;
[[File:CODIWFHR40.jpg|thumb|none|600px|&amp;quot;FHR-40&amp;quot; in hand, Reyes disregards warnings against stealing the SDF's latest budgetary spaceplane mess. The translucent magazine actually depletes when firing, like with the P90 and the G36C in ''Modern Warfare Remastered''.]]&lt;br /&gt;
[[File:CODIW FHR reload.jpg|thumb|none|600px|Locking the bolt back on the &amp;quot;FHR-40&amp;quot;. Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] was added via an update on March 2, 2017. It is referred to as &amp;quot;Trencher&amp;quot; in-game, and is classed among the futuristic submachine guns rather than the &amp;quot;classic&amp;quot; weapons, similarly to the Raging Bull.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-MP28.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is one of the classic weapons. It is called &amp;quot;MacTav-45&amp;quot; in-game, as a reference to the protagonist John &amp;quot;Soap&amp;quot; MacTavish from the ''Modern Warfare'' series. The charging handle incorrectly locks back on its own before reloading an empty magazine. There's also the &amp;quot;HVR&amp;quot;, resembling a UMP45 with its stock folded. Interestingly, one of the variants of the HVR, the &amp;quot;Gemini&amp;quot;, which can uniquely be dual-wielded, has the body of a [[Heckler &amp;amp; Koch USC]], right down to the distinctive light gray coloration (albeit with a standard UMP barrel with a suppressor, rather than the USC's 16&amp;quot; one)&lt;br /&gt;
[[File:UMP-45 Ironman.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 with C-More red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]]&lt;br /&gt;
[[Image:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP. This is the basis for the Gemini variant of the HVR.]]&lt;br /&gt;
[[File:CODIWUMP.jpg|thumb|none|600px|A multiplayer character looks at some space debris with his trusty UMP45 in hand. As with the image above and unlike previous games in the series, this UMP has a Surefire M900 foregrip.]]&lt;br /&gt;
[[File:CODIWUMPcharging.jpg|thumb|none|600px|Zombies character Andre charges a &amp;quot;HVR&amp;quot; before seeing off some cyber-undead.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Karma-45&amp;quot;==&lt;br /&gt;
The &amp;quot;Karma-45&amp;quot; is a futuristic [[TDI Vector]]. Notably, the gun is double-barreled and has dual-magazines built in for faster reloads. It is known as &amp;quot;CRB&amp;quot; in the game files, which refers to the civilian semi-automatic Vector that has a 16&amp;quot; barrel, and was the same name incorrectly applied to the standard Vector in ''Ghosts''. The &amp;quot;Deimos&amp;quot; special variant has the stock removed and flush-fitting magazines in use.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:ResidentEvilTDIVector 01.jpg|thumb|none|325px|TDI / KRISS USA Vector - .45 ACP as seen in ''[[Resident Evil: Retribution]]''. This is the basis for the Deimos variant of the Karma-45.]]&lt;br /&gt;
[[File:CODIWKarmamenu.jpg|thumb|none|600px|The &amp;quot;Karma-45&amp;quot; in the single-player loadout menu.]]&lt;br /&gt;
[[File:CODIWKarma.jpg|thumb|none|600px|&amp;quot;EBR-800&amp;quot; in hand, Reyes looks at Staff Sergeant Omar's Siamese Vector inside a hangar on the Moon base.]]&lt;br /&gt;
[[File:CODIW Karma 1.jpg|thumb|none|600px|Reloading the ''Vector-Perosa''...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VPR&amp;quot;==&lt;br /&gt;
The &amp;quot;VPR&amp;quot; is a double-barreled submachine gun added via an update on March 28, 2017. The weapon is directly based on the [[Heckler &amp;amp; Koch MP5K]], while the &amp;quot;Yokai&amp;quot; supply drop variant is inspired by the full-size [[MP5A3]].&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|325px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[File:MP5A3 StockCollapsed.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-VPR.jpg|thumb|none|600px|The &amp;quot;VPR&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDIW-VPR-Yokai.jpg|thumb|none|600px|The &amp;quot;Yokai&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''[[Call of Duty: Ghosts]]'' as the OSA (which is written on the receiver, standing for Orbital Space Aeronautics.) The model is ripped from Ghosts with no edits, judging by the fact that it still has an [[FN40GL]] (with a missing trigger) mounted instead of a [[Beretta GLX-160|Beretta GLX160]].&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|450px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:CODIWARX.jpg|thumb|none|600px|The Moon soldier gazes back at earth with his white ARX-160....]]&lt;br /&gt;
[[File:CODIWARXreload.jpg|thumb|none|600px|....which apparently feeds from 5.45x39 millimeters of space.]]&lt;br /&gt;
[[File:CODIWARXcharging.jpg|thumb|none|600px|Charging the OSA ARX-160.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is one of the classic weapons. In addition, there are 2 variants - the &amp;quot;EBR-800&amp;quot;, a fictitious hybrid sniper/assault rifle feeding from a side-mounted energy cell, and the &amp;quot;DMR-1&amp;quot;, an M1 fitted with a modernized rail system, a cheekpiece, a scope, and a large muzzle device (despite, amusingly, being in far worse condition than the standard M1, having a rusty receiver and damaged stock).&lt;br /&gt;
[[File:M1 Garand.jpg‎|thumb|none|450px|M1 Garand - .30-06 Springfield]]&lt;br /&gt;
[[File:CODIW M1.jpg|thumb|none|600px|Looking at some Americana with the M1 Garand.]]&lt;br /&gt;
[[File:CODIWM1ads.jpg|thumb|none|600px|Apparently this particular fine instrument of battle survived at least a century in good condition, except for the tip-top of the rear sight ring.]]&lt;br /&gt;
[[File:CODIWM1ping.jpg|thumb|none|600px|&amp;quot;In space, no one can hear your ping...&amp;quot;]]&lt;br /&gt;
[[File:CoDIW DMR-1 Menu.jpg|thumb|none|600px|The &amp;quot;DMR-1&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIWDMR-1.jpg|thumb|none|600px|Overlooking Lake Geneva with a reflex-sight equipped &amp;quot;DMR-1&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDMR-1reload.jpg|thumb|none|600px|Inserting the en-bloc clip after some designated-marksmanning.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Spectacle&amp;quot; variant of the DMR-1 appears to be based on the T26 &amp;quot;Tanker Garand&amp;quot; carbine, with a muzzle device borrowed from a Springfield Armory [[M1A SOCOM 16]].&lt;br /&gt;
[[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|450px|Springfield Armory M1A SOCOM 16 - 7.62x51mm (.308 Springfield)]]&lt;br /&gt;
[[File:Cod iw dmr1 spectacle.jpg|thumb|none|600px|The &amp;quot;Spectacle&amp;quot; variant in the Create-a-Class menu.]]&lt;br /&gt;
[[File:CoDIW EBR-800 Menu.jpg|thumb|none|600px|The &amp;quot;EBR-800&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIW EBR (1).jpg|thumb|none|600px|Overlooking Mars with the &amp;quot;EBR-800&amp;quot;.]]&lt;br /&gt;
[[File:CODIW EBR (2).jpg|thumb|none|600px|The EBR with its scope toggled to the side and magazine ejected. Note the similarities between this rifle and the ''Bombenschuss'' from [[Wolfenstein: The Old Blood]].]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;NV4&amp;quot;==&lt;br /&gt;
The &amp;quot;NV4&amp;quot; is an assault rifle available in game, resembling an [[M4A1 Carbine]] fitted with various futuristic embellishments, making the upper receiver resemble a VLTOR build. In fact, the weapon is referred to as &amp;quot;M4&amp;quot; in the game files.&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|375px|'''Airsoft''' M4 with Magpul furniture - (fake) 5.56x45mm]]&lt;br /&gt;
[[File:CODIWNV4menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;NV4&amp;quot;.]]&lt;br /&gt;
[[File:CODIWNV4charging.jpg|thumb|none|600px|Reyes charges his suppressed space M4 at the start of a virtual reality firing range simulator.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Type-2&amp;quot;==&lt;br /&gt;
The &amp;quot;Type-2&amp;quot; is an energy based rifle heavily resembling the [[Magpul FMG-9]]; the game files refer it indeed to as &amp;quot;FMG&amp;quot;. It can be split into two dual-wielded weapons at the player's discretion. Oddly enough, the P90 magazine-esque energy cell only feeds into the rear of these two weapons, begging the question of how exactly energy is transferred to the front gun when the two are detached.&lt;br /&gt;
[[File:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 in open form- 9x19mm]]&lt;br /&gt;
[[File:CODIWType2.jpg|thumb|none|600px|Menu page of the &amp;quot;Type-2&amp;quot;.]]&lt;br /&gt;
[[File:CODIWType2scan.jpg|thumb|none|600px|Acquiring the Type-2 from a weapons locker.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Volk&amp;quot;==&lt;br /&gt;
An [[AKM]] heavily resembling the customized AKM from [[Elysium#AKM|Elysium]] appears as an energy-firing assault rifle known as the &amp;quot;Volk&amp;quot; in Infinite Warfare. It is fairly commonly used by Settlement Defense Front soldiers in campaign. It is referred to as &amp;quot;AKE&amp;quot; in the game files.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM (stamped steel receiver with slant muzzle brake) - 7.62x39mm]]&lt;br /&gt;
[[File:CODIWVolk.jpg|thumb|none|600px|Menu entry of the &amp;quot;Volk&amp;quot;.]]&lt;br /&gt;
[[File:CODIWVolkreload.jpg|thumb|none|600px|Reyes reloads his Volk after an annoying gunfight on the Moon terminal that resulted in a lot dangerously weak windows getting shot out into the vacuum of space. Making a futuristic weapon seems to consist of gluing ''the future'' to a normal one in this case. Which apparently includes an 80s printer cable.]]&lt;br /&gt;
[[File:CODIWVolkcharging.jpg|thumb|none|600px|Performing an underhand tug of the charging handle.]]&lt;br /&gt;
[[File:CODIWVolkspeedloading.jpg|thumb|none|600px|Andre performs a tactical reload on the upgraded Volk in Zombies, showing off the bizarre energy cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;X-Eon&amp;quot;==&lt;br /&gt;
First appearing as a VR gun simulator on board the ''Retribution'', this weapon appears to be based on the [[FN SCAR-H]]. It was later added to multiplayer as the &amp;quot;X-Eon&amp;quot;, and made available through supply drops; there, it functions as a fully-automatic energy assault rifle which somehow changes its fire rate depending on whether the player aims down the sights or hipfires.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|425px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW X-Eon 01.jpg|thumb|none|600px|A crewmember using the VR gun simulator.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including two X-Eons.]]&lt;br /&gt;
[[File:CoDIW X-Eon 02.jpg|thumb|none|600px|The X-Eon in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is as a &amp;quot;classic&amp;quot; weapon, where it goes by the moniker &amp;quot;TF-141&amp;quot;, referencing the ''Modern Warfare'' series' fictional Task Force 141. Another sniper rifle resembling it also appears, called the &amp;quot;Widowmaker&amp;quot;, and is a truly bizarre sight to behold. Despite only having one barrel, it fires in 2-round bursts from a 12-round magazine (which, given its size in comparison to the casings that the weapon ejects, could barely hold 5); the weapon fires twice with each trigger pull, then the bolt is worked, and two spent casings are ejected from the weapon, along with any last trace of functional conceivability that the weapon might have had. The name seems to be a potential reference to Blizzard's game ''Overwatch'', where a character named Widowmaker wields a (far more functionally plausible) burst-firing sniper rifle.&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M-200 - .408 CheyTac]]&lt;br /&gt;
[[File:CODIWCheytac.jpg|thumb|none|600px|Chamber-checking the CheyTac M-200. Note that the underbarrel carrying handle is now used instead of the magazine as a grip for the supporting hand.]]&lt;br /&gt;
[[File:CODIWCheytacdrone.jpg|thumb|none|600px|A multiplayer character considers sacrificing his spider grenade to the event horizon from ''Interstellar''.]]&lt;br /&gt;
[[File:CODIWCheytaccycling.jpg|thumb|none|600px|Having failed to do so, he offers several .408 rounds instead.]]&lt;br /&gt;
[[File:CODIWCheytacreload.jpg|thumb|none|600px|Reloading the Intervention.]]&lt;br /&gt;
[[File:CODIWwidowmaker.jpg|thumb|none|600px|Reloading the &amp;quot;Widowmaker&amp;quot;, which has a Harris bipod among several other minor cosmetic changes.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KBS Longbow&amp;quot;==&lt;br /&gt;
The &amp;quot;KBS Longbow&amp;quot; is a fictional high-powered bolt-action sniper rifle resembling a [[Remington MSR]]. Oddly enough, rather than having a traditional bolt handle, the entire pistol grip is used as a bolt handle pivoting to the right.&lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|450px|Remington MSR with Harris bipod, Leupold Mark 4 scope and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDIW-KBS-Longbow.jpg|thumb|none|600px|The KBS Longbow in the weapon selection menu. Note the unusable bipod and absurdly massive muzzle brake.]]&lt;br /&gt;
[[File:CODIW KBS 1.jpg|thumb|none|600px|Operating the distinct bolt action of the KBS.]]&lt;br /&gt;
[[File:CODIW KBS 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:CODIW KBS 3.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==&amp;quot;Auger&amp;quot;==&lt;br /&gt;
The &amp;quot;Auger&amp;quot; is a portable minigun that was added via an update on March 2, 2017. Is is under the light machine guns class and resembles the [[M134 Minigun]], but with three barrels instead of six.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW-Auger.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;DCM-8&amp;quot;==&lt;br /&gt;
The &amp;quot;DCM-8&amp;quot; is a fully-automatic energy shotgun that somewhat resembles the Monolith Arms P-12 prototype, a 12-gauge pump-action shotgun that fed from a box magazine very similar to that of the [[FN P90]]. The weapon in-game also has two pistol grips similar to that of the [[Heckler &amp;amp; Koch XM25]].&lt;br /&gt;
[[File:MonolithP12.jpg|thumb|none|450px|Monolith Arms P-12 shotgun with FN P90 for comparison.]]&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm.]]&lt;br /&gt;
[[File:CODIWDCM8menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;DCM-8&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDCMscan.jpg|thumb|none|600px|Scanning the DCM-8, showing off the rather large magazine.]]&lt;br /&gt;
[[File:CODIWDCMreload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] appears in game as the &amp;quot;S-Ravage&amp;quot; (referencing well-known COD personality Sandy Ravage) and the &amp;quot;Rack-9&amp;quot;, with the latter having a slightly shortened barrel, no stock, a strange pump handle and heat shield, and a shell-holder. Both are operated exclusively in pump-action. Oddly, a shell is ejected at the start of a reload, despite the pump not being worked and the ejection port not opening.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|375px|Franchi SPAS-12 with stock removed - 12 gauge. This one is the basis for the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge. This one is the basis for the &amp;quot;Smoothbore&amp;quot; supply drop variant of the Rack-9.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including another SPAS-12. The pickup icon shows the stock as folded.]]&lt;br /&gt;
[[File:CODIWSPAS-12pumping.jpg|thumb|none|600px|Pumping the SPAS-12, which still requires the operator to point it upwards at 11 o'clock for some reason. However, the chamber now properly opens and ejects a shell as opposed to the mess that was in previous Infinity Ward games.]]&lt;br /&gt;
[[File:CODIW Rack 1.jpg|thumb|none|600px|Looking at a familiar ring world with the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:CODWI Rack 2.jpg|thumb|none|600px|Reloading; the animation is the same between both weapons.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M.2187&amp;quot;==&lt;br /&gt;
The &amp;quot;M.2187&amp;quot; is a futuristic version of the [[Winchester Model 1887]].&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[File:CoDIW-M2187.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Reaver&amp;quot;==&lt;br /&gt;
The &amp;quot;Reaver&amp;quot; is a fictional semi-automatic shotgun heavily resembling the [[Kel-Tec KSG]], with a 10-round helical magazine similar in appearance to the [[SRM Arms 1200 Series Shotguns|SRM Arms M1212]]'s quad-tube system.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
[[File:CODIWReavermenu.jpg|thumb|none|600px|&amp;quot;Reaver&amp;quot; menu icon in singleplayer.]]&lt;br /&gt;
[[File:CODIWReaverreload.jpg|thumb|none|600px|Reloading the massive helical magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The underbarrel [[FN 40GL]] returns from ''Call of Duty: Ghosts''. It still has no trigger, and this time it is solely integrated to the Beretta ARX-160.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL / Mk 13 Mod 0 - 40x46mm]]&lt;br /&gt;
[[File:CODIWGLX.jpg|thumb|none|600px|Aiming the FN Mk 13 at the sushi bar that replaced Burgertown in the Terminal remake.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Spartan SA3&amp;quot;==&lt;br /&gt;
The &amp;quot;Spartan SA3&amp;quot; is a fictional rocket launcher resembling the [[Carl Gustav M3]]. The weapon in-game is muzzle-loaded, unlike the actual Gustav that has a breech-loading casing system.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:CoDIW-SpartanSA3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CODIWSpartanreload.jpg|thumb|none|600px|Reyes loads a warhead into the Spartan SA3...]]&lt;br /&gt;
[[File:CODIWSpartantap.jpg|thumb|none|600px|...and then wonders if now is a good time to pull the trigger.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The &amp;quot;Blitzkrieg&amp;quot; supply drop variant of the MP28/II is fitted with a flamethrower-looking like device, which mounts an M1 rifle grenade adapter and allows it to fire a [[Mk 2 hand grenade]].&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|350px|none|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDIW-MP28-GL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1120987</id>
		<title>Call of Duty: Infinite Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1120987"/>
		<updated>2017-08-03T20:05:40Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* Beretta ARX-160 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Infinite Warfare&lt;br /&gt;
|picture=CoDIW-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date=2016&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;EMC&amp;quot;==&lt;br /&gt;
The &amp;quot;EMC&amp;quot;, standing for &amp;quot;Electro-Magnetic Compact&amp;quot;, is an energy pistol primarily based on the [[Springfield Armory, Inc|Springfield Armory]] [[Springfield Armory XD|XD]] Sub-Compact.&lt;br /&gt;
[[File:SpringfieldXD9SC.jpg|thumb|none|300px|Springfield Armory XD Subcompact - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-EMC.jpg|thumb|none|600px|The &amp;quot;EMC&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIWEMCfiring.jpg|thumb|none|600px|Reyes firing at a haywire robot with his &amp;quot;EMC&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only secondary &amp;quot;classic&amp;quot; weapon available in the game; it is referred to as the &amp;quot;Hornet&amp;quot;, referencing the ''Modern Warfare 2'' mission &amp;quot;The Hornet's Nest&amp;quot;, where a &amp;quot;G18&amp;quot; (actually a [[Glock 17]]) was the starting handgun. Additionally, the &amp;quot;Cartel&amp;quot; supply drop variant of the &amp;quot;Kendall 44&amp;quot; seen below is based on a Glock 18.&lt;br /&gt;
[[File:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C with a 19 and 31 round magazine - 9x19mm]]&lt;br /&gt;
[[File:CODIWG18.jpg|thumb|none|600px|A space operator on the moon chamber-checks the Glock 18C, [[Black#Glock 19|Black]] style.]]&lt;br /&gt;
[[File:CODIWG18-2.jpg|thumb|none|600px|Bored, he shows off the compensator cuts while trying to get a better look at a scale model of the ''Odin'' kinetic superweapon from Call of Duty: Ghosts.]]&lt;br /&gt;
[[File:CODIWG18reload.jpg|thumb|none|600px|Back on terra firma, a multiplayer character reloads a suppressed G18C with a severely underloaded 33-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm&amp;quot;==&lt;br /&gt;
The &amp;quot;Hailstorm&amp;quot; is a massive fictional revolver bearing a distinct resemblance to the [[RSh-12]] revolver. It is mechanically bizarre in several ways: it fires in three-round bursts, using superimposed chambers in the cylinder (the game calls this a &amp;quot;chamber stack&amp;quot;), despite the rounds appearing to be fully cased, rather than caseless, as such a system would necessitate. The weapon appears to use a traditional firing pin, which would only be able to strike the rear cartridge's primer (while an argument could be made that the burst works through a deliberate chain fire, with each cartridge setting off the next, the recoil of the weapon would likely cause this to happen to all of the chambers when the weapon was fired, most likely causing the gun to explode); the hammer operates exclusively in single-action, striking the firing pin 3 times, despite there being no obvious reason for it to self-cock (normal self-cocking revolvers such as the [[Webley-Fosbery Automatic Revolver]] have some form of recoiling segment to cock the hammer, usually the barrel and upper frame). The cylinder is actually a shell in which the real, detachable set of chambers sits, with nothing obvious to hold it in place, and the weapon's cylinder is hexagonal, despite it only having 4 chambers to rotate between (12 shots total).&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|375px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:CoDIW-Hailstorm.jpg|thumb|none|600px|The Hailstorm revolver, in all of its physics-defying glory.]]&lt;br /&gt;
[[File:CODIW Hail 1.jpg|thumb|none|600px|As with [[Call of Duty: Ghosts]], akimbo weapons can still be paired with optical sights.]]&lt;br /&gt;
[[File:CODIW Hail 2.jpg|thumb|none|600px|Ejecting the superimposed cartridges. The hexagonal cylinder and pins beside the cylinder are reminiscent of the [[Chiappa Rhino]].]]&lt;br /&gt;
[[File:CODIW Hail 3.jpg|thumb|none|600px|Sealing the &amp;quot;Hailstorm's&amp;quot; cylinder shut.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kendall 44&amp;quot;==&lt;br /&gt;
A striker-fired pistol resembling the [[Glock 19]] is one of the standard issue sidearms available in the game, chambered in a fictional &amp;quot;44 ACP&amp;quot; cartridge. By default it feeds from a 16-round magazine and fires semi-automatically, but can be upgraded to fire in full-auto.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|325px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:CODIWKendallmenu.jpg|thumb|none|600px|Menu entry of the pistol.]]&lt;br /&gt;
[[File:CODIWKendall.jpg|thumb|none|600px|Captain Nick Reyes reloading the &amp;quot;Kendall 44&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from ''Call of Duty: Ghosts''. It was added via an update on July 25, 2017, and is now referred to as the &amp;quot;Stallion .44&amp;quot;. It is still used in single-action mode, but this time the player character fans the hammer when hip-firing, increasing the fire rate in the process. For some reason, it is classed among the futuristic handguns rather than the &amp;quot;classic&amp;quot; weapons.&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:CoDIW-Stallion.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;FHR-40&amp;quot;==&lt;br /&gt;
The &amp;quot;FHR-40&amp;quot; is a fictional submachine gun resembling an [[FN P90]], with a bolt locking recess resembling an [[H&amp;amp;K MP5]]. According to the game's description, it uses a magnetic bolt carrier to increase fire rate; the practicality of this is rather questionable, as the decreased friction of a magnetically suspended bolt would have very little effect on the operation of the weapon. This would mean the weapon required power to function, not to mention the fact that when magnets are heated (for instance, when placed near the chamber of a submachine gun with an absurd fire rate), they lose their magnetism, which would render the weapon more or less completely useless as the bolt group would start to move around off-centre inside the carrier.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:CoDIW-FHR40.jpg|thumb|none|600px|The &amp;quot;FHR-40&amp;quot; in the weapon selection menu. Note the ''[[Binary Domain]]''-style striking muzzle that spans the entirety of the front of the weapon.]]&lt;br /&gt;
[[File:CODIWFHR40.jpg|thumb|none|600px|&amp;quot;FHR-40&amp;quot; in hand, Reyes disregards warnings against stealing the SDF's latest budgetary spaceplane mess. The translucent magazine actually depletes when firing, like with the P90 and the G36C in ''Modern Warfare Remastered''.]]&lt;br /&gt;
[[File:CODIW FHR reload.jpg|thumb|none|600px|Locking the bolt back on the &amp;quot;FHR-40&amp;quot;. Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] was added via an update on March 2, 2017. It is referred to as &amp;quot;Trencher&amp;quot; in-game, and is classed among the futuristic submachine guns rather than the &amp;quot;classic&amp;quot; weapons, similarly to the Raging Bull.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-MP28.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is one of the classic weapons. It is called &amp;quot;MacTav-45&amp;quot; in-game, as a reference to the protagonist John &amp;quot;Soap&amp;quot; MacTavish from the ''Modern Warfare'' series. The charging handle incorrectly locks back on its own before reloading an empty magazine. There's also the &amp;quot;HVR&amp;quot;, resembling a UMP45 with its stock folded. Interestingly, one of the variants of the HVR, the &amp;quot;Gemini&amp;quot;, which can uniquely be dual-wielded, has the body of a [[Heckler &amp;amp; Koch USC]], right down to the distinctive light gray coloration (albeit with a standard UMP barrel with a suppressor, rather than the USC's 16&amp;quot; one)&lt;br /&gt;
[[File:UMP-45 Ironman.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 with C-More red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]]&lt;br /&gt;
[[Image:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP. This is the basis for the Gemini variant of the HVR.]]&lt;br /&gt;
[[File:CODIWUMP.jpg|thumb|none|600px|A multiplayer character looks at some space debris with his trusty UMP45 in hand. As with the image above and unlike previous games in the series, this UMP has a Surefire M900 foregrip.]]&lt;br /&gt;
[[File:CODIWUMPcharging.jpg|thumb|none|600px|Zombies character Andre charges a &amp;quot;HVR&amp;quot; before seeing off some cyber-undead.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Karma-45&amp;quot;==&lt;br /&gt;
The &amp;quot;Karma-45&amp;quot; is a futuristic [[TDI Vector]]. Notably, the gun is double-barreled and has dual-magazines built in for faster reloads. It is known as &amp;quot;CRB&amp;quot; in the game files, which refers to the civilian semi-automatic Vector that has a 16&amp;quot; barrel, and was the same name incorrectly applied to the standard Vector in ''Ghosts''. The &amp;quot;Deimos&amp;quot; special variant has the stock removed and flush-fitting magazines in use.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:ResidentEvilTDIVector 01.jpg|thumb|none|325px|TDI / KRISS USA Vector - .45 ACP as seen in ''[[Resident Evil: Retribution]]''. This is the basis for the Deimos variant of the Karma-45.]]&lt;br /&gt;
[[File:CODIWKarmamenu.jpg|thumb|none|600px|The &amp;quot;Karma-45&amp;quot; in the single-player loadout menu.]]&lt;br /&gt;
[[File:CODIWKarma.jpg|thumb|none|600px|&amp;quot;EBR-800&amp;quot; in hand, Reyes looks at Staff Sergeant Omar's Siamese Vector inside a hangar on the Moon base.]]&lt;br /&gt;
[[File:CODIW Karma 1.jpg|thumb|none|600px|Reloading the ''Vector-Perosa''...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VPR&amp;quot;==&lt;br /&gt;
The &amp;quot;VPR&amp;quot; is a double-barreled submachine gun added via an update on March 28, 2017. The weapon is directly based on the [[Heckler &amp;amp; Koch MP5K]], while the &amp;quot;Yokai&amp;quot; supply drop variant is inspired by the full-size [[MP5A3]].&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|325px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[File:MP5A3 StockCollapsed.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-VPR.jpg|thumb|none|600px|The &amp;quot;VPR&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDIW-VPR-Yokai.jpg|thumb|none|600px|The &amp;quot;Yokai&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''[[Call of Duty: Ghosts]]'' as the OSA (which is written on the receiver, standing for Orbital Space Aeronautics.) The model is ripped from Ghosts with no edits, judging by the fact that it still has an [[FN40GL]] (with a missing trigger) mounted instead of a [[Beretta GLX-160|Beretta GLX160]].&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|450px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:CODIWARX.jpg|thumb|none|600px|The Moon soldier gazes back at earth with his white ARX-160....]]&lt;br /&gt;
[[File:CODIWARXreload.jpg|thumb|none|600px|....which apparently feeds from 5.45x39 millimeters of space.]]&lt;br /&gt;
[[File:CODIWARXcharging.jpg|thumb|none|600px|Charging the OSA ARX-160.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is one of the classic weapons. In addition, there are 2 variants - the &amp;quot;EBR-800&amp;quot;, a fictitious hybrid sniper/assault rifle feeding from a side-mounted energy cell, and the &amp;quot;DMR-1&amp;quot;, an M1 fitted with a modernized rail system, a cheekpiece, a scope, and a large muzzle device (despite, amusingly, being in far worse condition than the standard M1, having a rusty receiver and damaged stock).&lt;br /&gt;
[[File:M1 Garand.jpg‎|thumb|none|450px|M1 Garand - .30-06 Springfield]]&lt;br /&gt;
[[File:CODIW M1.jpg|thumb|none|600px|Looking at some Americana with the M1 Garand.]]&lt;br /&gt;
[[File:CODIWM1ads.jpg|thumb|none|600px|Apparently this particular fine instrument of battle survived at least a century in good condition, except for the tip-top of the rear sight ring.]]&lt;br /&gt;
[[File:CODIWM1ping.jpg|thumb|none|600px|&amp;quot;In space, no one can hear your ping...&amp;quot;]]&lt;br /&gt;
[[File:CoDIW DMR-1 Menu.jpg|thumb|none|600px|The &amp;quot;DMR-1&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIWDMR-1.jpg|thumb|none|600px|Overlooking Lake Geneva with a reflex-sight equipped &amp;quot;DMR-1&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDMR-1reload.jpg|thumb|none|600px|Inserting the en-bloc clip after some designated-marksmanning.]]&lt;br /&gt;
[[File:CoDIW EBR-800 Menu.jpg|thumb|none|600px|The &amp;quot;EBR-800&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIW EBR (1).jpg|thumb|none|600px|Overlooking Mars with the &amp;quot;EBR-800&amp;quot;.]]&lt;br /&gt;
[[File:CODIW EBR (2).jpg|thumb|none|600px|The EBR with its scope toggled to the side and magazine ejected. Note the similarities between this rifle and the ''Bombenschuss'' from [[Wolfenstein: The Old Blood]].]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;NV4&amp;quot;==&lt;br /&gt;
The &amp;quot;NV4&amp;quot; is an assault rifle available in game, resembling an [[M4A1 Carbine]] fitted with various futuristic embellishments, making the upper receiver resemble a VLTOR build. In fact, the weapon is referred to as &amp;quot;M4&amp;quot; in the game files.&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|375px|'''Airsoft''' M4 with Magpul furniture - (fake) 5.56x45mm]]&lt;br /&gt;
[[File:CODIWNV4menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;NV4&amp;quot;.]]&lt;br /&gt;
[[File:CODIWNV4charging.jpg|thumb|none|600px|Reyes charges his suppressed space M4 at the start of a virtual reality firing range simulator.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Type-2&amp;quot;==&lt;br /&gt;
The &amp;quot;Type-2&amp;quot; is an energy based rifle heavily resembling the [[Magpul FMG-9]]; the game files refer it indeed to as &amp;quot;FMG&amp;quot;. It can be split into two dual-wielded weapons at the player's discretion. Oddly enough, the P90 magazine-esque energy cell only feeds into the rear of these two weapons, begging the question of how exactly energy is transferred to the front gun when the two are detached.&lt;br /&gt;
[[File:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 in open form- 9x19mm]]&lt;br /&gt;
[[File:CODIWType2.jpg|thumb|none|600px|Menu page of the &amp;quot;Type-2&amp;quot;.]]&lt;br /&gt;
[[File:CODIWType2scan.jpg|thumb|none|600px|Acquiring the Type-2 from a weapons locker.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Volk&amp;quot;==&lt;br /&gt;
An [[AKM]] heavily resembling the customized AKM from [[Elysium#AKM|Elysium]] appears as an energy-firing assault rifle known as the &amp;quot;Volk&amp;quot; in Infinite Warfare. It is fairly commonly used by Settlement Defense Front soldiers in campaign. It is referred to as &amp;quot;AKE&amp;quot; in the game files.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM (stamped steel receiver with slant muzzle brake) - 7.62x39mm]]&lt;br /&gt;
[[File:CODIWVolk.jpg|thumb|none|600px|Menu entry of the &amp;quot;Volk&amp;quot;.]]&lt;br /&gt;
[[File:CODIWVolkreload.jpg|thumb|none|600px|Reyes reloads his Volk after an annoying gunfight on the Moon terminal that resulted in a lot dangerously weak windows getting shot out into the vacuum of space. Making a futuristic weapon seems to consist of gluing ''the future'' to a normal one in this case. Which apparently includes an 80s printer cable.]]&lt;br /&gt;
[[File:CODIWVolkcharging.jpg|thumb|none|600px|Performing an underhand tug of the charging handle.]]&lt;br /&gt;
[[File:CODIWVolkspeedloading.jpg|thumb|none|600px|Andre performs a tactical reload on the upgraded Volk in Zombies, showing off the bizarre energy cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;X-Eon&amp;quot;==&lt;br /&gt;
First appearing as a VR gun simulator on board the ''Retribution'', this weapon appears to be based on the [[FN SCAR-H]]. It was later added to multiplayer as the &amp;quot;X-Eon&amp;quot;, and made available through supply drops; there, it functions as a fully-automatic energy assault rifle which somehow changes its fire rate depending on whether the player aims down the sights or hipfires.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|425px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW X-Eon 01.jpg|thumb|none|600px|A crewmember using the VR gun simulator.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including two X-Eons.]]&lt;br /&gt;
[[File:CoDIW X-Eon 02.jpg|thumb|none|600px|The X-Eon in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is as a &amp;quot;classic&amp;quot; weapon, where it goes by the moniker &amp;quot;TF-141&amp;quot;, referencing the ''Modern Warfare'' series' fictional Task Force 141. Another sniper rifle resembling it also appears, called the &amp;quot;Widowmaker&amp;quot;, and is a truly bizarre sight to behold. Despite only having one barrel, it fires in 2-round bursts from a 12-round magazine (which, given its size in comparison to the casings that the weapon ejects, could barely hold 5); the weapon fires twice with each trigger pull, then the bolt is worked, and two spent casings are ejected from the weapon, along with any last trace of functional conceivability that the weapon might have had. The name seems to be a potential reference to Blizzard's game ''Overwatch'', where a character named Widowmaker wields a (far more functionally plausible) burst-firing sniper rifle.&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M-200 - .408 CheyTac]]&lt;br /&gt;
[[File:CODIWCheytac.jpg|thumb|none|600px|Chamber-checking the CheyTac M-200. Note that the underbarrel carrying handle is now used instead of the magazine as a grip for the supporting hand.]]&lt;br /&gt;
[[File:CODIWCheytacdrone.jpg|thumb|none|600px|A multiplayer character considers sacrificing his spider grenade to the event horizon from ''Interstellar''.]]&lt;br /&gt;
[[File:CODIWCheytaccycling.jpg|thumb|none|600px|Having failed to do so, he offers several .408 rounds instead.]]&lt;br /&gt;
[[File:CODIWCheytacreload.jpg|thumb|none|600px|Reloading the Intervention.]]&lt;br /&gt;
[[File:CODIWwidowmaker.jpg|thumb|none|600px|Reloading the &amp;quot;Widowmaker&amp;quot;, which has a Harris bipod among several other minor cosmetic changes.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KBS Longbow&amp;quot;==&lt;br /&gt;
The &amp;quot;KBS Longbow&amp;quot; is a fictional high-powered bolt-action sniper rifle resembling a [[Remington MSR]]. Oddly enough, rather than having a traditional bolt handle, the entire pistol grip is used as a bolt handle pivoting to the right.&lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|450px|Remington MSR with Harris bipod, Leupold Mark 4 scope and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDIW-KBS-Longbow.jpg|thumb|none|600px|The KBS Longbow in the weapon selection menu. Note the unusable bipod and absurdly massive muzzle brake.]]&lt;br /&gt;
[[File:CODIW KBS 1.jpg|thumb|none|600px|Operating the distinct bolt action of the KBS.]]&lt;br /&gt;
[[File:CODIW KBS 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:CODIW KBS 3.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==&amp;quot;Auger&amp;quot;==&lt;br /&gt;
The &amp;quot;Auger&amp;quot; is a portable minigun that was added via an update on March 2, 2017. Is is under the light machine guns class and resembles the [[M134 Minigun]], but with three barrels instead of six.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW-Auger.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;DCM-8&amp;quot;==&lt;br /&gt;
The &amp;quot;DCM-8&amp;quot; is a fully-automatic energy shotgun that somewhat resembles the Monolith Arms P-12 prototype, a 12-gauge pump-action shotgun that fed from a box magazine very similar to that of the [[FN P90]]. The weapon in-game also has two pistol grips similar to that of the [[Heckler &amp;amp; Koch XM25]].&lt;br /&gt;
[[File:MonolithP12.jpg|thumb|none|450px|Monolith Arms P-12 shotgun with FN P90 for comparison.]]&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm.]]&lt;br /&gt;
[[File:CODIWDCM8menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;DCM-8&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDCMscan.jpg|thumb|none|600px|Scanning the DCM-8, showing off the rather large magazine.]]&lt;br /&gt;
[[File:CODIWDCMreload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] appears in game as the &amp;quot;S-Ravage&amp;quot; (referencing well-known COD personality Sandy Ravage) and the &amp;quot;Rack-9&amp;quot;, with the latter having a slightly shortened barrel, no stock, a strange pump handle and heat shield, and a shell-holder. Both are operated exclusively in pump-action. Oddly, a shell is ejected at the start of a reload, despite the pump not being worked and the ejection port not opening.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|375px|Franchi SPAS-12 with stock removed - 12 gauge. This one is the basis for the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge. This one is the basis for the &amp;quot;Smoothbore&amp;quot; supply drop variant of the Rack-9.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including another SPAS-12. The pickup icon shows the stock as folded.]]&lt;br /&gt;
[[File:CODIWSPAS-12pumping.jpg|thumb|none|600px|Pumping the SPAS-12, which still requires the operator to point it upwards at 11 o'clock for some reason. However, the chamber now properly opens and ejects a shell as opposed to the mess that was in previous Infinity Ward games.]]&lt;br /&gt;
[[File:CODIW Rack 1.jpg|thumb|none|600px|Looking at a familiar ring world with the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:CODWI Rack 2.jpg|thumb|none|600px|Reloading; the animation is the same between both weapons.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M.2187&amp;quot;==&lt;br /&gt;
The &amp;quot;M.2187&amp;quot; is a futuristic version of the [[Winchester Model 1887]].&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[File:CoDIW-M2187.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Reaver&amp;quot;==&lt;br /&gt;
The &amp;quot;Reaver&amp;quot; is a fictional semi-automatic shotgun heavily resembling the [[Kel-Tec KSG]], with a 10-round helical magazine similar in appearance to the [[SRM Arms 1200 Series Shotguns|SRM Arms M1212]]'s quad-tube system.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
[[File:CODIWReavermenu.jpg|thumb|none|600px|&amp;quot;Reaver&amp;quot; menu icon in singleplayer.]]&lt;br /&gt;
[[File:CODIWReaverreload.jpg|thumb|none|600px|Reloading the massive helical magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The underbarrel [[FN 40GL]] returns from ''Call of Duty: Ghosts''. It still has no trigger, and this time it is solely integrated to the Beretta ARX-160.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL / Mk 13 Mod 0 - 40x46mm]]&lt;br /&gt;
[[File:CODIWGLX.jpg|thumb|none|600px|Aiming the FN Mk 13 at the sushi bar that replaced Burgertown in the Terminal remake.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Spartan SA3&amp;quot;==&lt;br /&gt;
The &amp;quot;Spartan SA3&amp;quot; is a fictional rocket launcher resembling the [[Carl Gustav M3]]. The weapon in-game is muzzle-loaded, unlike the actual Gustav that has a breech-loading casing system.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:CoDIW-SpartanSA3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CODIWSpartanreload.jpg|thumb|none|600px|Reyes loads a warhead into the Spartan SA3...]]&lt;br /&gt;
[[File:CODIWSpartantap.jpg|thumb|none|600px|...and then wonders if now is a good time to pull the trigger.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The &amp;quot;Blitzkrieg&amp;quot; supply drop variant of the MP28/II is fitted with a flamethrower-looking like device, which mounts an M1 rifle grenade adapter and allows it to fire a [[Mk 2 hand grenade]].&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|350px|none|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDIW-MP28-GL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1120984</id>
		<title>Call of Duty: Infinite Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1120984"/>
		<updated>2017-08-03T19:42:03Z</updated>

		<summary type="html">&lt;p&gt;FPS FTW: /* &amp;quot;EMC&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Infinite Warfare&lt;br /&gt;
|picture=CoDIW-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date=2016&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;EMC&amp;quot;==&lt;br /&gt;
The &amp;quot;EMC&amp;quot;, standing for &amp;quot;Electro-Magnetic Compact&amp;quot;, is an energy pistol primarily based on the [[Springfield Armory, Inc|Springfield Armory]] [[Springfield Armory XD|XD]] Sub-Compact.&lt;br /&gt;
[[File:SpringfieldXD9SC.jpg|thumb|none|300px|Springfield Armory XD Subcompact - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-EMC.jpg|thumb|none|600px|The &amp;quot;EMC&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIWEMCfiring.jpg|thumb|none|600px|Reyes firing at a haywire robot with his &amp;quot;EMC&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is the only secondary &amp;quot;classic&amp;quot; weapon available in the game; it is referred to as the &amp;quot;Hornet&amp;quot;, referencing the ''Modern Warfare 2'' mission &amp;quot;The Hornet's Nest&amp;quot;, where a &amp;quot;G18&amp;quot; (actually a [[Glock 17]]) was the starting handgun. Additionally, the &amp;quot;Cartel&amp;quot; supply drop variant of the &amp;quot;Kendall 44&amp;quot; seen below is based on a Glock 18.&lt;br /&gt;
[[File:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C with a 19 and 31 round magazine - 9x19mm]]&lt;br /&gt;
[[File:CODIWG18.jpg|thumb|none|600px|A space operator on the moon chamber-checks the Glock 18C, [[Black#Glock 19|Black]] style.]]&lt;br /&gt;
[[File:CODIWG18-2.jpg|thumb|none|600px|Bored, he shows off the compensator cuts while trying to get a better look at a scale model of the ''Odin'' kinetic superweapon from Call of Duty: Ghosts.]]&lt;br /&gt;
[[File:CODIWG18reload.jpg|thumb|none|600px|Back on terra firma, a multiplayer character reloads a suppressed G18C with a severely underloaded 33-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm&amp;quot;==&lt;br /&gt;
The &amp;quot;Hailstorm&amp;quot; is a massive fictional revolver bearing a distinct resemblance to the [[RSh-12]] revolver. It is mechanically bizarre in several ways: it fires in three-round bursts, using superimposed chambers in the cylinder (the game calls this a &amp;quot;chamber stack&amp;quot;), despite the rounds appearing to be fully cased, rather than caseless, as such a system would necessitate. The weapon appears to use a traditional firing pin, which would only be able to strike the rear cartridge's primer (while an argument could be made that the burst works through a deliberate chain fire, with each cartridge setting off the next, the recoil of the weapon would likely cause this to happen to all of the chambers when the weapon was fired, most likely causing the gun to explode); the hammer operates exclusively in single-action, striking the firing pin 3 times, despite there being no obvious reason for it to self-cock (normal self-cocking revolvers such as the [[Webley-Fosbery Automatic Revolver]] have some form of recoiling segment to cock the hammer, usually the barrel and upper frame). The cylinder is actually a shell in which the real, detachable set of chambers sits, with nothing obvious to hold it in place, and the weapon's cylinder is hexagonal, despite it only having 4 chambers to rotate between (12 shots total).&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|375px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:CoDIW-Hailstorm.jpg|thumb|none|600px|The Hailstorm revolver, in all of its physics-defying glory.]]&lt;br /&gt;
[[File:CODIW Hail 1.jpg|thumb|none|600px|As with [[Call of Duty: Ghosts]], akimbo weapons can still be paired with optical sights.]]&lt;br /&gt;
[[File:CODIW Hail 2.jpg|thumb|none|600px|Ejecting the superimposed cartridges. The hexagonal cylinder and pins beside the cylinder are reminiscent of the [[Chiappa Rhino]].]]&lt;br /&gt;
[[File:CODIW Hail 3.jpg|thumb|none|600px|Sealing the &amp;quot;Hailstorm's&amp;quot; cylinder shut.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kendall 44&amp;quot;==&lt;br /&gt;
A striker-fired pistol resembling the [[Glock 19]] is one of the standard issue sidearms available in the game, chambered in a fictional &amp;quot;44 ACP&amp;quot; cartridge. By default it feeds from a 16-round magazine and fires semi-automatically, but can be upgraded to fire in full-auto.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|325px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:CODIWKendallmenu.jpg|thumb|none|600px|Menu entry of the pistol.]]&lt;br /&gt;
[[File:CODIWKendall.jpg|thumb|none|600px|Captain Nick Reyes reloading the &amp;quot;Kendall 44&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from ''Call of Duty: Ghosts''. It was added via an update on July 25, 2017, and is now referred to as the &amp;quot;Stallion .44&amp;quot;. It is still used in single-action mode, but this time the player character fans the hammer when hip-firing, increasing the fire rate in the process. For some reason, it is classed among the futuristic handguns rather than the &amp;quot;classic&amp;quot; weapons.&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:CoDIW-Stallion.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;FHR-40&amp;quot;==&lt;br /&gt;
The &amp;quot;FHR-40&amp;quot; is a fictional submachine gun resembling an [[FN P90]], with a bolt locking recess resembling an [[H&amp;amp;K MP5]]. According to the game's description, it uses a magnetic bolt carrier to increase fire rate; the practicality of this is rather questionable, as the decreased friction of a magnetically suspended bolt would have very little effect on the operation of the weapon. This would mean the weapon required power to function, not to mention the fact that when magnets are heated (for instance, when placed near the chamber of a submachine gun with an absurd fire rate), they lose their magnetism, which would render the weapon more or less completely useless as the bolt group would start to move around off-centre inside the carrier.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:CoDIW-FHR40.jpg|thumb|none|600px|The &amp;quot;FHR-40&amp;quot; in the weapon selection menu. Note the ''[[Binary Domain]]''-style striking muzzle that spans the entirety of the front of the weapon.]]&lt;br /&gt;
[[File:CODIWFHR40.jpg|thumb|none|600px|&amp;quot;FHR-40&amp;quot; in hand, Reyes disregards warnings against stealing the SDF's latest budgetary spaceplane mess. The translucent magazine actually depletes when firing, like with the P90 and the G36C in ''Modern Warfare Remastered''.]]&lt;br /&gt;
[[File:CODIW FHR reload.jpg|thumb|none|600px|Locking the bolt back on the &amp;quot;FHR-40&amp;quot;. Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] was added via an update on March 2, 2017. It is referred to as &amp;quot;Trencher&amp;quot; in-game, and is classed among the futuristic submachine guns rather than the &amp;quot;classic&amp;quot; weapons, similarly to the Raging Bull.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-MP28.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is one of the classic weapons. It is called &amp;quot;MacTav-45&amp;quot; in-game, as a reference to the protagonist John &amp;quot;Soap&amp;quot; MacTavish from the ''Modern Warfare'' series. The charging handle incorrectly locks back on its own before reloading an empty magazine. There's also the &amp;quot;HVR&amp;quot;, resembling a UMP45 with its stock folded. Interestingly, one of the variants of the HVR, the &amp;quot;Gemini&amp;quot;, which can uniquely be dual-wielded, has the body of a [[Heckler &amp;amp; Koch USC]], right down to the distinctive light gray coloration (albeit with a standard UMP barrel with a suppressor, rather than the USC's 16&amp;quot; one)&lt;br /&gt;
[[File:UMP-45 Ironman.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 with C-More red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]]&lt;br /&gt;
[[Image:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP. This is the basis for the Gemini variant of the HVR.]]&lt;br /&gt;
[[File:CODIWUMP.jpg|thumb|none|600px|A multiplayer character looks at some space debris with his trusty UMP45 in hand. As with the image above and unlike previous games in the series, this UMP has a Surefire M900 foregrip.]]&lt;br /&gt;
[[File:CODIWUMPcharging.jpg|thumb|none|600px|Zombies character Andre charges a &amp;quot;HVR&amp;quot; before seeing off some cyber-undead.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Karma-45&amp;quot;==&lt;br /&gt;
The &amp;quot;Karma-45&amp;quot; is a futuristic [[TDI Vector]]. Notably, the gun is double-barreled and has dual-magazines built in for faster reloads. It is known as &amp;quot;CRB&amp;quot; in the game files, which refers to the civilian semi-automatic Vector that has a 16&amp;quot; barrel, and was the same name incorrectly applied to the standard Vector in ''Ghosts''. The &amp;quot;Deimos&amp;quot; special variant has the stock removed and flush-fitting magazines in use.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:ResidentEvilTDIVector 01.jpg|thumb|none|325px|TDI / KRISS USA Vector - .45 ACP as seen in ''[[Resident Evil: Retribution]]''. This is the basis for the Deimos variant of the Karma-45.]]&lt;br /&gt;
[[File:CODIWKarmamenu.jpg|thumb|none|600px|The &amp;quot;Karma-45&amp;quot; in the single-player loadout menu.]]&lt;br /&gt;
[[File:CODIWKarma.jpg|thumb|none|600px|&amp;quot;EBR-800&amp;quot; in hand, Reyes looks at Staff Sergeant Omar's Siamese Vector inside a hangar on the Moon base.]]&lt;br /&gt;
[[File:CODIW Karma 1.jpg|thumb|none|600px|Reloading the ''Vector-Perosa''...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VPR&amp;quot;==&lt;br /&gt;
The &amp;quot;VPR&amp;quot; is a double-barreled submachine gun added via an update on March 28, 2017. The weapon is directly based on the [[Heckler &amp;amp; Koch MP5K]], while the &amp;quot;Yokai&amp;quot; supply drop variant is inspired by the full-size [[MP5A3]].&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|325px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[File:MP5A3 StockCollapsed.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-VPR.jpg|thumb|none|600px|The &amp;quot;VPR&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDIW-VPR-Yokai.jpg|thumb|none|600px|The &amp;quot;Yokai&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''[[Call of Duty: Ghosts]]'' as the OSA (which is written on the receiver, standing for Orbital Space Aeronautics.) The model and textures are ripped straight from Ghosts, albeit updated to fit the game's art style and to match the quality of the rest of the game. As such, the rifle still features a [[FN40GL#FN_40GL.2FMk_13_Mod_0|FN40GL]] grenade launcher rather than a [[Beretta_GLX-160|Beretta GLX160]], and the launcher still lacks a trigger.&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|450px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:CODIWARX.jpg|thumb|none|600px|The Moon soldier gazes back at earth with his white ARX-160....]]&lt;br /&gt;
[[File:CODIWARXreload.jpg|thumb|none|600px|....which apparently feeds from 5.45x39 millimeters of space.]]&lt;br /&gt;
[[File:CODIWARXcharging.jpg|thumb|none|600px|Charging the OSA ARX-160.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is one of the classic weapons. In addition, there are 2 variants - the &amp;quot;EBR-800&amp;quot;, a fictitious hybrid sniper/assault rifle feeding from a side-mounted energy cell, and the &amp;quot;DMR-1&amp;quot;, an M1 fitted with a modernized rail system, a cheekpiece, a scope, and a large muzzle device (despite, amusingly, being in far worse condition than the standard M1, having a rusty receiver and damaged stock).&lt;br /&gt;
[[File:M1 Garand.jpg‎|thumb|none|450px|M1 Garand - .30-06 Springfield]]&lt;br /&gt;
[[File:CODIW M1.jpg|thumb|none|600px|Looking at some Americana with the M1 Garand.]]&lt;br /&gt;
[[File:CODIWM1ads.jpg|thumb|none|600px|Apparently this particular fine instrument of battle survived at least a century in good condition, except for the tip-top of the rear sight ring.]]&lt;br /&gt;
[[File:CODIWM1ping.jpg|thumb|none|600px|&amp;quot;In space, no one can hear your ping...&amp;quot;]]&lt;br /&gt;
[[File:CoDIW DMR-1 Menu.jpg|thumb|none|600px|The &amp;quot;DMR-1&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIWDMR-1.jpg|thumb|none|600px|Overlooking Lake Geneva with a reflex-sight equipped &amp;quot;DMR-1&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDMR-1reload.jpg|thumb|none|600px|Inserting the en-bloc clip after some designated-marksmanning.]]&lt;br /&gt;
[[File:CoDIW EBR-800 Menu.jpg|thumb|none|600px|The &amp;quot;EBR-800&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODIW EBR (1).jpg|thumb|none|600px|Overlooking Mars with the &amp;quot;EBR-800&amp;quot;.]]&lt;br /&gt;
[[File:CODIW EBR (2).jpg|thumb|none|600px|The EBR with its scope toggled to the side and magazine ejected. Note the similarities between this rifle and the ''Bombenschuss'' from [[Wolfenstein: The Old Blood]].]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;NV4&amp;quot;==&lt;br /&gt;
The &amp;quot;NV4&amp;quot; is an assault rifle available in game, resembling an [[M4A1 Carbine]] fitted with various futuristic embellishments, making the upper receiver resemble a VLTOR build. In fact, the weapon is referred to as &amp;quot;M4&amp;quot; in the game files.&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|375px|'''Airsoft''' M4 with Magpul furniture - (fake) 5.56x45mm]]&lt;br /&gt;
[[File:CODIWNV4menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;NV4&amp;quot;.]]&lt;br /&gt;
[[File:CODIWNV4charging.jpg|thumb|none|600px|Reyes charges his suppressed space M4 at the start of a virtual reality firing range simulator.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Type-2&amp;quot;==&lt;br /&gt;
The &amp;quot;Type-2&amp;quot; is an energy based rifle heavily resembling the [[Magpul FMG-9]]; the game files refer it indeed to as &amp;quot;FMG&amp;quot;. It can be split into two dual-wielded weapons at the player's discretion. Oddly enough, the P90 magazine-esque energy cell only feeds into the rear of these two weapons, begging the question of how exactly energy is transferred to the front gun when the two are detached.&lt;br /&gt;
[[File:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 in open form- 9x19mm]]&lt;br /&gt;
[[File:CODIWType2.jpg|thumb|none|600px|Menu page of the &amp;quot;Type-2&amp;quot;.]]&lt;br /&gt;
[[File:CODIWType2scan.jpg|thumb|none|600px|Acquiring the Type-2 from a weapons locker.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Volk&amp;quot;==&lt;br /&gt;
An [[AKM]] heavily resembling the customized AKM from [[Elysium#AKM|Elysium]] appears as an energy-firing assault rifle known as the &amp;quot;Volk&amp;quot; in Infinite Warfare. It is fairly commonly used by Settlement Defense Front soldiers in campaign. It is referred to as &amp;quot;AKE&amp;quot; in the game files.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM (stamped steel receiver with slant muzzle brake) - 7.62x39mm]]&lt;br /&gt;
[[File:CODIWVolk.jpg|thumb|none|600px|Menu entry of the &amp;quot;Volk&amp;quot;.]]&lt;br /&gt;
[[File:CODIWVolkreload.jpg|thumb|none|600px|Reyes reloads his Volk after an annoying gunfight on the Moon terminal that resulted in a lot dangerously weak windows getting shot out into the vacuum of space. Making a futuristic weapon seems to consist of gluing ''the future'' to a normal one in this case. Which apparently includes an 80s printer cable.]]&lt;br /&gt;
[[File:CODIWVolkcharging.jpg|thumb|none|600px|Performing an underhand tug of the charging handle.]]&lt;br /&gt;
[[File:CODIWVolkspeedloading.jpg|thumb|none|600px|Andre performs a tactical reload on the upgraded Volk in Zombies, showing off the bizarre energy cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;X-Eon&amp;quot;==&lt;br /&gt;
First appearing as a VR gun simulator on board the ''Retribution'', this weapon appears to be based on the [[FN SCAR-H]]. It was later added to multiplayer as the &amp;quot;X-Eon&amp;quot;, and made available through supply drops; there, it functions as a fully-automatic energy assault rifle which somehow changes its fire rate depending on whether the player aims down the sights or hipfires.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|425px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW X-Eon 01.jpg|thumb|none|600px|A crewmember using the VR gun simulator.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including two X-Eons.]]&lt;br /&gt;
[[File:CoDIW X-Eon 02.jpg|thumb|none|600px|The X-Eon in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] is as a &amp;quot;classic&amp;quot; weapon, where it goes by the moniker &amp;quot;TF-141&amp;quot;, referencing the ''Modern Warfare'' series' fictional Task Force 141. Another sniper rifle resembling it also appears, called the &amp;quot;Widowmaker&amp;quot;, and is a truly bizarre sight to behold. Despite only having one barrel, it fires in 2-round bursts from a 12-round magazine (which, given its size in comparison to the casings that the weapon ejects, could barely hold 5); the weapon fires twice with each trigger pull, then the bolt is worked, and two spent casings are ejected from the weapon, along with any last trace of functional conceivability that the weapon might have had. The name seems to be a potential reference to Blizzard's game ''Overwatch'', where a character named Widowmaker wields a (far more functionally plausible) burst-firing sniper rifle.&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M-200 - .408 CheyTac]]&lt;br /&gt;
[[File:CODIWCheytac.jpg|thumb|none|600px|Chamber-checking the CheyTac M-200. Note that the underbarrel carrying handle is now used instead of the magazine as a grip for the supporting hand.]]&lt;br /&gt;
[[File:CODIWCheytacdrone.jpg|thumb|none|600px|A multiplayer character considers sacrificing his spider grenade to the event horizon from ''Interstellar''.]]&lt;br /&gt;
[[File:CODIWCheytaccycling.jpg|thumb|none|600px|Having failed to do so, he offers several .408 rounds instead.]]&lt;br /&gt;
[[File:CODIWCheytacreload.jpg|thumb|none|600px|Reloading the Intervention.]]&lt;br /&gt;
[[File:CODIWwidowmaker.jpg|thumb|none|600px|Reloading the &amp;quot;Widowmaker&amp;quot;, which has a Harris bipod among several other minor cosmetic changes.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KBS Longbow&amp;quot;==&lt;br /&gt;
The &amp;quot;KBS Longbow&amp;quot; is a fictional high-powered bolt-action sniper rifle resembling a [[Remington MSR]]. Oddly enough, rather than having a traditional bolt handle, the entire pistol grip is used as a bolt handle pivoting to the right.&lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|450px|Remington MSR with Harris bipod, Leupold Mark 4 scope and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDIW-KBS-Longbow.jpg|thumb|none|600px|The KBS Longbow in the weapon selection menu. Note the unusable bipod and absurdly massive muzzle brake.]]&lt;br /&gt;
[[File:CODIW KBS 1.jpg|thumb|none|600px|Operating the distinct bolt action of the KBS.]]&lt;br /&gt;
[[File:CODIW KBS 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:CODIW KBS 3.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==&amp;quot;Auger&amp;quot;==&lt;br /&gt;
The &amp;quot;Auger&amp;quot; is a portable minigun that was added via an update on March 2, 2017. Is is under the light machine guns class and resembles the [[M134 Minigun]], but with three barrels instead of six.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW-Auger.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;DCM-8&amp;quot;==&lt;br /&gt;
The &amp;quot;DCM-8&amp;quot; is a fully-automatic energy shotgun that somewhat resembles the Monolith Arms P-12 prototype, a 12-gauge pump-action shotgun that fed from a box magazine very similar to that of the [[FN P90]]. The weapon in-game also has two pistol grips similar to that of the [[Heckler &amp;amp; Koch XM25]].&lt;br /&gt;
[[File:MonolithP12.jpg|thumb|none|450px|Monolith Arms P-12 shotgun with FN P90 for comparison.]]&lt;br /&gt;
[[Image:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm.]]&lt;br /&gt;
[[File:CODIWDCM8menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;DCM-8&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDCMscan.jpg|thumb|none|600px|Scanning the DCM-8, showing off the rather large magazine.]]&lt;br /&gt;
[[File:CODIWDCMreload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] appears in game as the &amp;quot;S-Ravage&amp;quot; (referencing well-known COD personality Sandy Ravage) and the &amp;quot;Rack-9&amp;quot;, with the latter having a slightly shortened barrel, no stock, a strange pump handle and heat shield, and a shell-holder. Both are operated exclusively in pump-action. Oddly, a shell is ejected at the start of a reload, despite the pump not being worked and the ejection port not opening.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|375px|Franchi SPAS-12 with stock removed - 12 gauge. This one is the basis for the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge. This one is the basis for the &amp;quot;Smoothbore&amp;quot; supply drop variant of the Rack-9.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including another SPAS-12. The pickup icon shows the stock as folded.]]&lt;br /&gt;
[[File:CODIWSPAS-12pumping.jpg|thumb|none|600px|Pumping the SPAS-12, which still requires the operator to point it upwards at 11 o'clock for some reason. However, the chamber now properly opens and ejects a shell as opposed to the mess that was in previous Infinity Ward games.]]&lt;br /&gt;
[[File:CODIW Rack 1.jpg|thumb|none|600px|Looking at a familiar ring world with the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:CODWI Rack 2.jpg|thumb|none|600px|Reloading; the animation is the same between both weapons.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M.2187&amp;quot;==&lt;br /&gt;
The &amp;quot;M.2187&amp;quot; is a futuristic version of the [[Winchester Model 1887]].&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[File:CoDIW-M2187.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Reaver&amp;quot;==&lt;br /&gt;
The &amp;quot;Reaver&amp;quot; is a fictional semi-automatic shotgun heavily resembling the [[Kel-Tec KSG]], with a 10-round helical magazine similar in appearance to the [[SRM Arms 1200 Series Shotguns|SRM Arms M1212]]'s quad-tube system.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
[[File:CODIWReavermenu.jpg|thumb|none|600px|&amp;quot;Reaver&amp;quot; menu icon in singleplayer.]]&lt;br /&gt;
[[File:CODIWReaverreload.jpg|thumb|none|600px|Reloading the massive helical magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The underbarrel [[FN 40GL]] returns from ''Call of Duty: Ghosts''. It still has no trigger, and this time it is solely integrated to the Beretta ARX-160.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL / Mk 13 Mod 0 - 40x46mm]]&lt;br /&gt;
[[File:CODIWGLX.jpg|thumb|none|600px|Aiming the FN Mk 13 at the sushi bar that replaced Burgertown in the Terminal remake.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Spartan SA3&amp;quot;==&lt;br /&gt;
The &amp;quot;Spartan SA3&amp;quot; is a fictional rocket launcher resembling the [[Carl Gustav M3]]. The weapon in-game is muzzle-loaded, unlike the actual Gustav that has a breech-loading casing system.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:CoDIW-SpartanSA3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CODIWSpartanreload.jpg|thumb|none|600px|Reyes loads a warhead into the Spartan SA3...]]&lt;br /&gt;
[[File:CODIWSpartantap.jpg|thumb|none|600px|...and then wonders if now is a good time to pull the trigger.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The &amp;quot;Blitzkrieg&amp;quot; supply drop variant of the MP28/II is fitted with a flamethrower-looking like device, which mounts an M1 rifle grenade adapter and allows it to fire a [[Mk 2 hand grenade]].&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|350px|none|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDIW-MP28-GL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>FPS FTW</name></author>
	</entry>
</feed>