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		<title>Call of Duty: Modern Warfare II (2022)</title>
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		<summary type="html">&lt;p&gt;404Violet: /* AR-57 */&lt;/p&gt;
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&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;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
&lt;br /&gt;
The singleplayer story is the continuation of ''Modern Warfare'''s storyline, following 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;
The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with two episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''BOCW''.&lt;br /&gt;
&lt;br /&gt;
Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, Al Mazrah at launch and Ashika Island at Season 2. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs (in the form of Al-Qatala insurgents and Shadow Company infantry) as well as players and exfiltrate the map alive, with no set objective.&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;
Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered.&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. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. &lt;br /&gt;
&lt;br /&gt;
The current 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;
* Ordnance Weapon Platform (M14-based rifles)&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;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&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;
Weapon and inventory management in Warzone 2.0 is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require challenge completion), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has 10 temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons cannot be customized and they will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons.&lt;br /&gt;
&lt;br /&gt;
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&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 is 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]]. It is based on a 5th generation version with front slide serrations, 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;
&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;, as 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. 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;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 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;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&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;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[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. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. 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;
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;
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:MWII 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. 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;
&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:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&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. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&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. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&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 a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no ability to lock the bolt open. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design). 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;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 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|601px|Lionel Messi (yes, that one) 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|601px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|601px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|601px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|601px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|601px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) 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 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 “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C - 5.56x45mm NATO]]&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;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&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;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&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;
[[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:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&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;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec TEC-9]] will be added during Season 3.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&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. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&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 handguard, the former similar in length to the 8&amp;quot; export model only available in Ukraine, and 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. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&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:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&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;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&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;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB 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. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&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” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel 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;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&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;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&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; It is used by Shadow Company and Task Force 141 members in the story.&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, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&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;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&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. It is still used as an apparently favored weapon by Al-Qatala in the story.&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. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. &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;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun.&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiivepr01.jpg|thumb|none|600px|Spawning with the Vepr-12, the player performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the player examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous Modern Warfare's pump-action shotgun, this weapon is chamber-loaded upon running empty, a rare instance in the Call of Duty franchise. &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;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; 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 (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&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;
==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:MWII AK underfolding.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;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&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. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&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|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&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;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&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, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show 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 (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&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. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&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:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to MW19's AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&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;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW. Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game 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. 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 R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&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. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&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 M16 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;
==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. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&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;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&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 chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being underloaded compared to real life.&lt;br /&gt;
&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;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&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 the standard rifle for both Shadow Company operators and the Los Vaqueros unit 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;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&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. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right 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. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&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|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&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 barrel and the cocking tube are slightly longer than this version, with the length being 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 extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&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:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. 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|Right 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 was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|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;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==LoneStar Future Weapons RM277 / Desert Tech MDR hybrid==&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] is scheduled to be added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a combination of both of its first and second prototypes, combining the ambidextrous magazine releases and switchable ejection ports of the latter with a rear magazine release of the former. However, the magazine releases are buttons instead of the original levers and the Squall also has a cheek rest and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, probably an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (a.k.a. the XM7 rifle), its competitor that prevailed in the NGSW trials. It is fed by default using 20-round L7 AWM magazines.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|LoneStar Future Weapons RM277-R (First publicly revealed protoype) - 6.8mm TVCM]]&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 and 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;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&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;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&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 in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&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;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&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 18&amp;quot; Mk 14 EBR barrel and gas system by default, with a &amp;quot;16&amp;quot; Chrome-Lined RFX40 Barrel&amp;quot; option similar to the SOCOM 16. 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:M14 rifle.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;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 EBR==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin a [[Mk 14 Mod 0 EBR]] by default given the chassis. It uses 10-round mags by default, along with an [[M14 EBR-RI]] / [[M39 EMR]] style 22&amp;quot; barrel, and can be modified with a Mk 14 EBR sized barrel with the “18&amp;quot; Lonestar” and “18&amp;quot; T300” barrel options.&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:M14 EBR-RI.jpg|thumb|none|450px|M14 EBR-RI with magazine removed and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen, with its default 22&amp;quot; barrel.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish semi-auto only M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A closer approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&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;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at an RV.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game 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. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's main weapon throughout the campaign. It was added to multiplayer as part of Season 1 content. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&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;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &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 hybrid 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;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&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;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&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 (as with the AR-57) 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;
&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;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&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 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&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;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] will be added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;.&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&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;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&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;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&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;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|The ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&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 the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester.&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; The MCR is commonly used by Shadow Company as their standard LMG. The name is likely a reference to the original &amp;quot;Ares&amp;quot; manufacturer name, as both refer to mythical Greek figures.&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. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&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;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&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; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&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. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &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;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&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;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&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). It can also equip a fictional polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&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;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads.]]&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;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&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;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, 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;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&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, under the name &amp;quot;KL40-M2&amp;quot;, 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;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&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;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&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;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&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 as the &amp;quot;REV G-80&amp;quot; (while in Spec Ops, Warzone Battle Royale, DMZ and multiplayer it's named &amp;quot;RGL-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. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&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;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&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;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, 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;
&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
A retextured version of the [[M18 smoke grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As before, it is used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&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;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' under a new model, with the general look may be similar in both of the games. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&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;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed 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;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons though the more forward one is functioning as if it was an M134 Minigun.]]&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 Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&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;
==M102 105mm Howitzer==&lt;br /&gt;
The same pseudo-AC-130 from ''Modern Warfare'' returns, now with an appearance in the Campaign and again as a multiplayer killstreak reward. It's [[M102 Howitzer|M102 105mm howitzer]] appears prominently in the pre-rendered cutscenes of the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its erroneously depicted to fire guided munitions in game in place of AGM-114 Hellfire missiles mounted on the more modern AC-130 variants.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&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;
==Mortar==&lt;br /&gt;
Some yet-to-be-identified mortars are seen outside a building in the mission &amp;quot;Recon by Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2 content; unlocked by completing all of the &amp;quot;Path of the Ronin&amp;quot; event challenges or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
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;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. 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:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;, outside the outbuildings next to the lighthouse. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&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;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A [[FAMAS Valorisé]] is seen in the &amp;quot;Triple Threat&amp;quot; loading screen.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&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:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&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>404Violet</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568467</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568467"/>
		<updated>2023-04-03T03:02:42Z</updated>

		<summary type="html">&lt;p&gt;404Violet: the m3 is dual mode already&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 Red 9) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP).&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|450px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 E2==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 E2]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the P226 E2 was announced in the 2010 SHOT Show; this anachronism is present even taking into account the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, which states that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|450px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 E2 from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in rare Spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]]. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once). It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now be compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|500px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids &amp;quot;Professional Agent&amp;quot; challenge used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed at a first-perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in .55 grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to them), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>404Violet</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Soul_Eater&amp;diff=1568279</id>
		<title>Soul Eater</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Soul_Eater&amp;diff=1568279"/>
		<updated>2023-04-02T02:20:01Z</updated>

		<summary type="html">&lt;p&gt;404Violet: /* Beretta 92FS Inox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox TV_NC|{{PAGENAME}}&lt;br /&gt;
|name= Soul Eater&lt;br /&gt;
|picture = Soul Eater poster.jpg&lt;br /&gt;
|caption = ''DVD cover''&lt;br /&gt;
|country = [[File:JAP.jpg|25px]] Japan&lt;br /&gt;
|channel =  TXN (TV Tokyo)&lt;br /&gt;
|genre = Action&amp;lt;br&amp;gt; Comedy&amp;lt;br&amp;gt; Fantasy&amp;lt;br&amp;gt; Mystery&amp;lt;br&amp;gt; Drama&amp;lt;br&amp;gt; Martial Arts&amp;lt;br&amp;gt; Witchcraft&amp;lt;br&amp;gt; Ecchi&amp;lt;br&amp;gt; Science-Fiction&lt;br /&gt;
|creator = [[Takuya Igarashi]] (director)&amp;lt;br&amp;gt; Atsushi Okubo (manga)&lt;br /&gt;
|dates = 2008-2009&lt;br /&gt;
|language = Japanese&amp;lt;br&amp;gt; English&lt;br /&gt;
|seasons = 1&lt;br /&gt;
|episodes = 51&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Elizabeth &amp;quot;Liz&amp;quot; Thompson and her sister Patricia &amp;quot;Patty&amp;quot;, partners of Death the Kid, take the form of the [[Beretta 92FS Inox]] when transformed. Kid wields the pistols in a rather unorthodox way, preferring to use them upside down with his little finger on the trigger.&lt;br /&gt;
[[File:Beretta-Inox.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm Parabellum. This pistol was the screen used gun, used throughout the film by Det. Max Kirkpatrick ([[William Baldwin]]) and once by Kate McQuean ([[Cindy Crawford]]) in the film ''[[Fair Game]]''.]]&lt;br /&gt;
[[Image:Soul Eater E03 pistol 1 1.jpg|thumb|none|600px|A close view of the trigger guard at &amp;quot;The Perfect Boy – Death the Kid's Magnificent Mission?&amp;quot; (E03).]]&lt;br /&gt;
[[Image:Soul Eater E03 pistol 1 2.jpg|thumb|none|600px|Death the Kid aims his pistol akimbo at &amp;quot;The Perfect Boy – Death the Kid's Magnificent Mission?&amp;quot; (E03).]]&lt;br /&gt;
[[Image:Soul Eater E03 pistol 1 3.jpg|thumb|none|600px|Elizabeth 'Liz' Thompson aims her pistol at &amp;quot;The Perfect Boy – Death the Kid's Magnificent Mission?&amp;quot; (E03).]]&lt;br /&gt;
[[Image:Soul Eater E06 pistol 1 4.jpg|thumb|none|600px|Death the Kid holds the pistol at &amp;quot;The New Student – Kid's First Day at the Academy, Will It Be an Entrance to Remember?&amp;quot; (E06).]]&lt;br /&gt;
[[Image:Soul Eater E06 pistol 1 5.jpg|thumb|none|600px|Another close view of Death the Kid's pistol at &amp;quot;The New Student – Kid's First Day at the Academy, Will It Be an Entrance to Remember?&amp;quot; (E06).]]&lt;br /&gt;
[[Image:Soul Eater E15 pistol 1 6.jpg|thumb|none|600px|'Liz' Thompson pulls her pistol at &amp;quot;The Soul Eating Black Dragon – Scaredy-cat Liz and Her Merry Friends?&amp;quot; (E15).]]&lt;br /&gt;
[[Image:Soul Eater E15 pistol 1 7.jpg|thumb|none|600px|Death the Kid grabs his pistol at &amp;quot;The Soul Eating Black Dragon – Scaredy-cat Liz and Her Merry Friends?&amp;quot; (E15).]]&lt;br /&gt;
[[Image:Soul Eater E16 pistol 1 8.jpg|thumb|none|600px|Criminal 'Liz' Thompson raises her pistol during the robbery at the &amp;quot;Fierce Battle Aboard the Ghost Ship – The Hell inside My Head?&amp;quot; (E16).]]&lt;br /&gt;
[[Image:Soul Eater E16 pistol 1 9.jpg|thumb|none|600px|'Liz' Thompson robes the man at the &amp;quot;Fierce Battle Aboard the Ghost Ship – The Hell inside My Head?&amp;quot; (E16).]]&lt;br /&gt;
[[Image:Soul Eater E16 pistol 1 10.jpg|thumb|none|600px|Another view of the same scene at the &amp;quot;Fierce Battle Aboard the Ghost Ship – The Hell inside My Head?&amp;quot; (E16).]]&lt;br /&gt;
[[Image:Soul Eater E16 pistol 1 11.jpg|thumb|none|600px|Death the Kid brandishes his pistol at the &amp;quot;Fierce Battle Aboard the Ghost Ship – The Hell inside My Head?&amp;quot; (E16).]]&lt;br /&gt;
[[Image:Soul Eater E22 pistol 1 12.jpg|thumb|none|600px|Death the Kid pulls his pistol at the &amp;quot;The Seal Shrine – The Immortal Man's Tricks?&amp;quot; (E22).]]&lt;br /&gt;
[[Image:Soul Eater E22 pistol 1 13.jpg|thumb|none|600px|A close view of Death the Kid's pistol at the &amp;quot;The Seal Shrine – The Immortal Man's Tricks?&amp;quot; (E22).]]&lt;br /&gt;
[[Image:Soul Eater E30 pistol 1 14.jpg|thumb|none|600px|Death the Kid holds his pistols during the train chase at the &amp;quot;The Red Hot Runaway Express – A Magic Tool Left Behind by the Great Wizard?&amp;quot; (E30).]]&lt;br /&gt;
[[Image:Soul Eater E43 pistol 1 15.jpg|thumb|none|600px|'Liz' Thompson fans her pistol after firing it at &amp;quot;The Last Magic Tool – Mission Impossible for Unarmed Kid?&amp;quot; (E43).]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Pistols==&lt;br /&gt;
Several Al-Capone mafia members can be seen armed with the unknown pistols.&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 1.jpg|thumb|none|600px|Al-Capone mafia members aim their guns at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 2.jpg|thumb|none|600px|This shot, actually is mirrored, while it depicts another gang-members at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 3.jpg|thumb|none|600px|The same characters held their guns after gun-fighting at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 4.jpg|thumb|none|600px|Another view of the same scene at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 5.jpg|thumb|none|600px|The pistol is seen on the ground at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E28 firearms 1 6.jpg|thumb|none|600px|Mafia gang-members in ambush, guns in hands at &amp;quot;The Sword God Rises – Does It Have a Sweet or Salty Taste?&amp;quot; (E28).]]&lt;br /&gt;
[[Image:Soul Eater E28 pistol 2 1.jpg|thumb|none|600px|The pistol is seen on the ground at &amp;quot;The Sword God Rises – Does It Have a Sweet or Salty Taste?&amp;quot; (E28).]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M1921 Thompson==&lt;br /&gt;
A [[M1921 Thompson]]s was used by Several Al-Capone mafia members.&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|Colt M1921A Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 1.jpg|thumb|none|600px|Al-Capone mafia members aim their guns at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 2.jpg|thumb|none|600px|This shot, actually is mirrored, while it depicts another gang-members at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 3.jpg|thumb|none|600px|The same characters held their guns after gun-fighting at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 4.jpg|thumb|none|600px|Another view of the same scene at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 SMG 1 1.jpg|thumb|none|600px|Mafia gang-members aim their Thompsons at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E02 firearms 1 5.jpg|thumb|none|600px|The Thompson is seen on the ground at the &amp;quot;I Am the Star! The Big Man Is Showing Up Here?&amp;quot; (E02).]]&lt;br /&gt;
[[Image:Soul Eater E15 SMG 1 2.jpg|thumb|none|600px|Police aims their Thompsons at &amp;quot;The Soul Eating Black Dragon – Scaredy-cat Liz and Her Merry Friends?&amp;quot; (E15).]]&lt;br /&gt;
[[Image:Soul Eater E28 firearms 1 6.jpg|thumb|none|600px|Mafia gang-members in ambush, guns in hands at &amp;quot;The Sword God Rises – Does It Have a Sweet or Salty Taste?&amp;quot; (E28).]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Lever Action Shotgun==&lt;br /&gt;
Flying Dutchman fires a generic lever-action shotgun at Death the Kid at &amp;quot;The Soul Eating Black Dragon – Scaredy-cat Liz and Her Merry Friends?&amp;quot; (E15).&lt;br /&gt;
[[Image:Soul Eater E15 shotgun 1.jpg|thumb|none|600px|Flying Dutchman raises his shotgun.]]&lt;br /&gt;
[[Image:Soul Eater E15 shotgun 2.jpg|thumb|none|600px|Flying Dutchman brandishes his shotgun.]]&lt;br /&gt;
[[Image:Soul Eater E15 shotgun 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Soul Eater E15 shotgun 4.jpg|thumb|none|600px|Flying Dutchman fans the shotgun.]]&lt;br /&gt;
[[Image:Soul Eater E15 shotgun 5.jpg|thumb|none|600px|Flying Dutchman fires his shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen lying on the murder-place at the &amp;quot;Legend of the Holy Sword 2 – Wanna Go Drinking, Gambling, and Playing?&amp;quot; (E17).&lt;br /&gt;
[[Image:M1CarbineLateModel.jpg|thumb|none|400px|Korean War Era M1 Carbine, with Birch Stock, Adjustable sight, bayonet lug, and twin magazine pouch - .30 Carbine. Most of the World War II variations of the M1 Carbine were sent back to the Military Arsenals and retrofitted with the Bayonet Lug and adjustable rear sight. This is the version seen after late 1945 and all the way until the 1960s. This version is seen most often in World War II movies, despite being anachronistic for most World War II battles]]&lt;br /&gt;
[[Image:Soul Eater E17 rifle 1 1.jpg|thumb|none|600px|The rifle is seen on the floor.]]&lt;br /&gt;
[[Image:Soul Eater E17 rifle 1 2.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Soul Eater E17 rifle 1 3.jpg|thumb|none|600px|The buttstock is seen.]]&lt;br /&gt;
[[Image:Soul Eater E17 rifle 1 5.jpg|thumb|none|600px|Another perspective.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Assault Rifle==&lt;br /&gt;
A soldiers of unnamed African country fire an unknown assault rifles at the witch at the &amp;quot;The Red Hot Runaway Express – A Magic Tool Left Behind by the Great Wizard?&amp;quot; (E30).&lt;br /&gt;
[[Image:Soul Eater E30 rifle 2 1.jpg|thumb|none|600px|The rifle is fired by the soldiers.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Minigun-style machine gun==&lt;br /&gt;
A [[Minigun]]-style machine gun is depicted on the photo at the &amp;quot;The Soul Eating Black Dragon – Scaredy-cat Liz and Her Merry Friends?&amp;quot; (E15).&lt;br /&gt;
[[Image:Soul Eater E15 machine gun 1.jpg|thumb|none|600px|The multiple-barreled machine gun is uses as prosthetic arm.]]&lt;br /&gt;
&lt;br /&gt;
==Aerial Machine Gun==&lt;br /&gt;
An unknown machine gun is mounted on the combat helicopter at the &amp;quot;The Red Hot Runaway Express – A Magic Tool Left Behind by the Great Wizard?&amp;quot; (E30).&lt;br /&gt;
[[Image:Soul Eater E30 helicopter 1.jpg|thumb|none|600px|The machine gun is seen the top, left.]]&lt;br /&gt;
&lt;br /&gt;
=Cannons=&lt;br /&gt;
==Death Cannon==&lt;br /&gt;
Thompson Sisters transform to Death Cannons at the several episodes.&lt;br /&gt;
[[Image:Soul Eater E06 cannon 1 1.jpg|thumb|none|600px|The first death cannon is readied at &amp;quot;The New Student – Kid's First Day at the Academy, Will It Be an Entrance to Remember?&amp;quot; (E06).]]&lt;br /&gt;
[[Image:Soul Eater E06 cannon 1 2.jpg|thumb|none|600px|The second death cannon is readied at &amp;quot;The New Student – Kid's First Day at the Academy, Will It Be an Entrance to Remember?&amp;quot; (E06).]]&lt;br /&gt;
[[Image:Soul Eater E19 cannon 1 3.jpg|thumb|none|600px|The death cannons is aimed at &amp;quot;The Underground Battle Commences – Break Through Medusa's Vector Arrow?&amp;quot;]]&lt;br /&gt;
[[Image:Soul Eater E19 cannon 1 4.jpg|thumb|none|600px|Death the Kid fires his cannons &amp;quot;The Underground Battle Commences – Break Through Medusa's Vector Arrow?&amp;quot;.]]&lt;br /&gt;
[[Image:Soul Eater E36 cannon 1 5.jpg|thumb|none|600px|Death the Kid about to fire his cannons at the &amp;quot;Unleash the Seven's Resonance Link! A Recital of Destruction and Creation?&amp;quot; (E36).]]&lt;br /&gt;
[[Image:Soul Eater E49 cannon 1 6.jpg|thumb|none|600px|A close view of Death the Kid's cannons at the &amp;quot;Asura Wakes – To the End of the World?&amp;quot; (E49).]]&lt;br /&gt;
&lt;br /&gt;
==Sanzu Death Cannon==&lt;br /&gt;
A giant Sanzu Death Cannons is the transformation of Thompson Sisters at the &amp;quot;Sink or Swim?! The Men Who Transcend the Gods?&amp;quot; (E50).&lt;br /&gt;
[[Image:Soul Eater E50 cannon 2 1.jpg|thumb|none|600px|Death the Kid aims his cannons.]]&lt;br /&gt;
[[Image:Soul Eater E50 cannon 2 2.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannons==&lt;br /&gt;
Nidhogg ships was equipped with the naval cannons, which is seen at the &amp;quot;Fierce Battle Aboard the Ghost Ship – The Hell inside My Head?&amp;quot; (E16).&lt;br /&gt;
[[Image:Soul Eater E16 cannon 3 1.jpg|thumb|none|600px|The cannons is aimed.]]&lt;br /&gt;
[[Image:Soul Eater E16 cannon 3 2.jpg|thumb|none|600px|Flying Dutchman about to fire the cannons.]]&lt;br /&gt;
[[Image:Soul Eater E16 cannon 3 3.jpg|thumb|none|600px|A close view of the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
=Military Vehicles=&lt;br /&gt;
==Combat Helicopter==&lt;br /&gt;
Armed forces of unnamed African country use a combat helicopter at the &amp;quot;The Red Hot Runaway Express – A Magic Tool Left Behind by the Great Wizard?&amp;quot; (E30).&lt;br /&gt;
[[Image:Soul Eater E30 helicopter 1.jpg|thumb|none|600px|The helicopter is seen the top, left.]]&lt;br /&gt;
&lt;br /&gt;
==Tank==&lt;br /&gt;
An abandoned tank can be seen at &amp;quot;The Last Magic Tool – Mission Impossible for Unarmed Kid?&amp;quot; (E43).&lt;br /&gt;
[[Image:Soul Eater E43 tank 1.jpg|thumb|none|600px|The tank is seen the bottom, right.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Unknown Flamethrower==&lt;br /&gt;
Prison guard fires an unknown flamethrower at Free at &amp;quot;The Man with the Magic Eye – Soul and Maka's Diverging Soul Wavelength?&amp;quot; (E13).&lt;br /&gt;
[[Image:Soul Eater E13 flamethrower 1 1.jpg|thumb|none|600px|Prison guard aims his flamethrower (pointed by the red arrow).]]&lt;br /&gt;
[[Image:Soul Eater E13 flamethrower 1 2.jpg|thumb|none|600px|Prison guard raises his weapon...]]&lt;br /&gt;
[[Image:Soul Eater E13 flamethrower 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Soul Eater E13 flamethrower 1 4.jpg|thumb|none|600px|Another perspective.]]&lt;br /&gt;
&lt;br /&gt;
==Bowgun-Type Rifle==&lt;br /&gt;
Sid Barett and Death, both use arquebuse crossbow (credited as Bowgun-Type Rifle).&lt;br /&gt;
[[Image:Arquebuse crossbow.jpg|thumb|none|400px|Arquebuse crossbow in Opočno castle.]]&lt;br /&gt;
[[Image:Soul Eater E28 crossbow 1.jpg|thumb|none|600px|Sid Barett aims his weapon at &amp;quot;The Sword God Rises – Does It Have a Sweet or Salty Taste?&amp;quot; (E28).]]&lt;br /&gt;
[[Image:Soul Eater E34 crossbow 2.jpg|thumb|none|600px|Sid Barett runs, weapon in hands at &amp;quot;The Battle for Brew – Clash: The DWMA vs. Arachnophobia?&amp;quot; (E34).]]&lt;br /&gt;
[[Image:Soul Eater E47 crossbow 3.jpg|thumb|none|600px|Death holds his weapon after firing it at &amp;quot;The Miraculous Coffee Table Flip – Fly, Our Death City Robot?&amp;quot; (E47).]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Fantasy]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Martial Arts]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Takuya Igarashi]]&lt;/div&gt;</summary>
		<author><name>404Violet</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568278</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568278"/>
		<updated>2023-04-02T02:14:08Z</updated>

		<summary type="html">&lt;p&gt;404Violet: /* Heckler &amp;amp; Koch MP5A5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 Red 9) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP).&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|450px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 E2==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 E2]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the P226 E2 was announced in the 2010 SHOT Show; this anachronism is present even taking into account the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, which states that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|450px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 E2 from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in rare Spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]]. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once). It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, it is semiautomatic but retains the real M3's pump action forend, while in the Resident Evil 3 remake's shotgun replaced this forend with a static style forend when the autoloading upgrade was obtained and installed.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now be compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|500px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids &amp;quot;Professional Agent&amp;quot; challenge used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed at a first-perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in .55 grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to them), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>404Violet</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568054</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568054"/>
		<updated>2023-04-01T08:43:02Z</updated>

		<summary type="html">&lt;p&gt;404Violet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP).&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|450px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023).]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-P226 E2==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 E2]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the P226 E2 was announced in the 2010 SHOT Show; this anachronism is present even taking into account the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, which states that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|450px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 E2 from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in rare Spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]]. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once). It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now be compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|500px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids &amp;quot;Professional Agent&amp;quot; challenge used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed at a first-perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in .55 grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to them), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>404Violet</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1568052</id>
		<title>Call of Duty: Vanguard</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1568052"/>
		<updated>2023-04-01T08:20:50Z</updated>

		<summary type="html">&lt;p&gt;404Violet: /* M1 Garand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Vanguard&lt;br /&gt;
|picture=Codvanguardcover1.jpg&lt;br /&gt;
|caption=''Cover Artwork''&lt;br /&gt;
|date=November 5, 2021&lt;br /&gt;
|developer=Sledgehammer Games&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;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Vanguard''''' is a first person shooter developed by Sledgehammer Games and published by Activision. It was released on November 5th, 2021 for Xbox One and Series S/X, PlayStation 4 and 5 and Microsoft Windows. It is the eighteenth game in the ''Call of Duty'' franchise and the sixth main WWII title in the series, following Sledgehammer's previous game, ''[[Call of Duty: WWII]]''. It features a campaign mode with characters from multiple Allied countries fighting on the Western, Eastern, African and Pacific fronts. It also has a Zombies mode, which is developed by Treyarch instead of Sledgehammer.&lt;br /&gt;
&lt;br /&gt;
Most of the post-release weapons added to the game are anachronistic to ''Vanguard'''s base WWII setting, though its Warzone live-service story ventures into the 1960s.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' and ''[[Call of Duty: Black Ops Cold War|Black Ops Cold War]]'', Vanguard uses the Gunsmith system for its weapon attachments and customization, this time however, the mod slots have been increased from 5 in previous games to 10, allowing more attachments to be equipped on the weapon on a single time (but with attachments only serving a minor benefit compared to previous titles). Magazines/Calibers and ammunition type can be changed individually compared to the earlier games, instead of restricting the caliber to its own magazine. Weapon perks are expanded under two separate modifications, weapon proficiencies and weapon kits. As with ''BOCW'', attachments once again feature poor attachment descriptions, inaccuracies, anachronisms and functions that would simply not work that way in real life.&lt;br /&gt;
&lt;br /&gt;
Caliber conversions return from ''Modern Warfare'' and are a bit more ludicrous, such as converting LMGs to fire .50 BMG rounds (which would be way too big to fit in them at all). Also returning are different ammunition types, ranging from incendiary rounds to frangible rounds. Many of the automatic weapons feature select-fire modes between semi and fully-automatic; this is inaccurate as several are full-auto only in real life.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that prior to Season 3 of the game, almost all &amp;quot;fast/speed mag&amp;quot; attachments decrease magazine capacity, it was eventually changed after the update as fast magazines now hold the same rounds as with the base gun. While it corrected some weapons that used to hold too low of a capacity compared to the model, it made others incorrect as a result. Machine gun &amp;quot;fast mags&amp;quot; that have damage benefits are not changed.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
All pistols are held with a modern proper two-handed grip, a technique not practised during WWII, making it anachronistic. One-handed &amp;quot;point-shooting&amp;quot; and teacup grips were the norm in that era. However, they are held one-handed when using the akimbo proficiency, but dual-wielding was not practised during the war either.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The [[Colt M1911]] appears under the &amp;quot;1911&amp;quot; name and has an 8-round magazine by default, which is anachronistic, as 8-round magazines did not exist for the M1911 in WWII. A more appropriate choice for WWII would be the updated [[M1911A1]] variant with a 7 round magazine. Magazine options include a 8 round speed mag (which used to hold 5 rounds before Season 3 began) and an 18 round extended magazine based on the [https://medium.com/war-is-boring/in-the-1930s-you-could-legally-turn-your-colt-1911-into-a-carbine-c152724d4430 .45 ACP extended magazine] made by Monarch Arms &amp;amp; Manufacturing Sales in the 20s and 30s. The &amp;quot;Cooper Full-Auto&amp;quot; barrel tuns the weapon into a machine pistol, with the &amp;quot;Strife Compensator&amp;quot; attachment and the 18 round magazine creating a resemblance to Lebman's machine pistols (such as the one famously used by John Dillinger), minus the Thompson foregrip and stock found on some examples. While 9mm conversions (and clones) of the M1911/M1911A1 exist after WWII, a .30 Russian Short (7.62x39mm) conversion would simply be absurd.&lt;br /&gt;
&lt;br /&gt;
Fired casings have struck primers, seen if you look at an ejected case on the ground.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|350px|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:Codvancolt1.jpg|thumb|none|600px|A tail gunner shoots down a Zero fighter plane with his M1911 pistol. This is a loose reference to a real feat during the war by Owen J. Baggett, who shot down a Zero with an M1911 pistol while parachuting. Note the weapon is shown as double-action only, and the hammer never moves while firing.]]&lt;br /&gt;
[[File:Vanguard Field Mic.jpg|thumb|none|600px|An M1911 lying next to the Field Mic field upgrade; this one's hammer is correctly cocked.]]&lt;br /&gt;
[[File:Vanguard M1911 (1).jpg|thumb|none|600px|The M1911 pistol, note the slanted slide serrations and the grips stylized with only one diamond instead of two.]]&lt;br /&gt;
[[File:Vanguard1911presscheck1.jpg|thumb|none|600px|Performing a press check very similar to the one in ''Modern Warfare'' during the equip animation; this is another technique that wouldn't see widespread use for many years after the war.]]&lt;br /&gt;
[[File:CODV M1911 (1).jpg|thumb|none|600px|The M1911 pistol in the Warzone Caldera mode.]]&lt;br /&gt;
[[File:CODV M1911 (2).jpg|thumb|none|600px|Aiming reveals it has somewhat cropped iron sights by default.]]&lt;br /&gt;
[[File:CODV M1911 (3).jpg|thumb|none|600px|Changing out mags tacticool style...]]&lt;br /&gt;
[[File:CODV M1911 (4).jpg|thumb|none|600px|...and the M1911's empty reload, of more typical style.]]&lt;br /&gt;
[[File:.38Super1911MachinePistol.jpg|thumb|none|350px|The real-life John Dillinger's .38 Super M1911A1 Machine Pistol.]]&lt;br /&gt;
[[File: VanguardFauxLebman1911(2021).jpeg|thumb|none|600px|In game model of a faux Lebman M1911 in .38 Super. Note the extended magazine that was made for the 1911 in limited numbers and the lack of the Thompson-esque front-end grip.]]&lt;br /&gt;
&lt;br /&gt;
==Dumonthier Cutlass Revolver==&lt;br /&gt;
A Dumonthier Cutlass Revolver was added with Season 5 as the &amp;quot;Valois Revolver&amp;quot;, chambered in .45 ACP as a stand-in for 11mm Pinfire. It is a combination based on a [https://www.aaawt.com/html/firearms/f846.html handgun] sold by Antique Associates at West Townsend and another [https://twitter.com/doctorow/status/1356374594957967361 example] auctioned by Rock Island Auction. It does not come nor support with any attachments (beyond its functional, pre-attached bayonet) or even weapon perks (as a result, it cannot be dual-wielded unlike every other handgun). The use of a revolver from the 1900s during WWII or post-WWII would be obviously unlikely.&lt;br /&gt;
[[File:CoDVanguard-Valois1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is available in-game as the &amp;quot;Klauser&amp;quot;. While it was replaced by the [[Walther P38]] in 1938, Lugers saw widespread usage on many fronts, including a production run of guns made by Mauser in 1942. In the campaign, it is seen in the hands of both the Germans and Japanese. The front sights are currently misaligned. The 32 round ''Trommelmagazin 08'' is available for the weapon (under the name &amp;quot;9mm 12 Round Mags&amp;quot;), incorrectly only holding 12 rounds. Additionally, US Army trial versions of the Luger were rechambered for .45 ACP, which is possible in-game with the &amp;quot;.45 ACP 8 Round Mags&amp;quot; or &amp;quot;.45 ACP 12 Round Mags&amp;quot; (the latter is also a ''Trommelmagazin'', but fitted with a sling wrapped around the winding arm of the drum, which would prevent it from feeding into the chamber), however the pistol still lacks the grip safety and slightly longer barrel the trial Lugers had. The &amp;quot;Fitzherbert 200mm BL&amp;quot; barrel is a significantly shortened [[Luger Carbine]] barrel, although stocks are not an option for pistols, so a full mock-up of the Carbine is not possible.&lt;br /&gt;
&lt;br /&gt;
The Luger also appears in the artwork for the Dead Silence field upgrade, fitted with a suppressor.&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|350px|Luger P08 - 9x19mm. This is a 1917 dated handgun, thus it is a World War One firearm.]]&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:CODV P08 1.jpg|thumb|none|600px|A German tank commander with his Luger.]]&lt;br /&gt;
[[File:CODV Luger (1).jpg|thumb|none|600px|Inspecting some refinery tanks with the P.08, held with a two-handed grip.]]&lt;br /&gt;
[[File:CODV Luger (2).jpg|thumb|none|600px|The Luger has a fairly accurate set of sights.]]&lt;br /&gt;
[[File:CODV Luger (3).jpg|thumb|none|600px|Reloading the eight round magazine from empty.]]&lt;br /&gt;
[[File:CODV Luger (4).jpg|thumb|none|600px|Pinching the toggle locks to chamber the pistol.]]&lt;br /&gt;
[[File:Vanguard Dead Silence.jpg|thumb|none|600px|The Luger in the Dead Silence artwork, fitted with a long suppressor; note the seemingly fictional metal-bottomed grips and strange, thick trigger guard. It's also not entirely clear what the suppressor is actually attached to, given that a Luger's barrel ends more or less exactly where the in-game suppressor starts, with no room for threading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
As in ''[[Call of Duty: WWII|WWII]]'', a hybrid of different [[Mauser C96]] pistols appears, listed under the generic moniker of &amp;quot;Machine Pistol&amp;quot;. It has the general appearance of the M1930 model of the C96, and is full-auto with detachable magazines like the M712 Schnellfeuer, despite lacking a selector switch, and also has a &amp;quot;Red 9&amp;quot; grip (despite not being chambered in 9mm by default). It uses &amp;quot;.30 Klauser&amp;quot; ammunition in 10 round magazines (&amp;quot;.30 Jaeger&amp;quot; during the Beta), a rename of .30 Mauser (i.e. 7.63x25mm Mauser) per Activision's new tendencies to avoid any real equipment names.&lt;br /&gt;
&lt;br /&gt;
A 20 round magazine is available as the &amp;quot;7.62 Gorenko Extended Mags&amp;quot; attachment, holding an incorrect 40 rounds of 7.62x25mm Tokarev (which has a copyright free &amp;quot;Gorenko&amp;quot; name in the Gunsmith instead). The C96 can fire the 7.62x25mm Tokarev round, but doing so is not recommended as it can damage the pistol. The &amp;quot;9mm Extended Mags&amp;quot; uses a fictional magazine that appears to hold 14 rounds. Of note is that Yugoslavia manufactured 9mm M712 pistols, making the caliber correct, but not the capacity. The &amp;quot;VDD 140mm HE&amp;quot; barrel gives it a shorter version of the barrel seen on the [[M1917 Trench Carbine]].&lt;br /&gt;
&lt;br /&gt;
Oddly, the beta version of the C96 mashup had additional magazine options (as well as different names for the ones that stayed for the full release, such as &amp;quot;Tokarev&amp;quot; changing to &amp;quot;Gorenko&amp;quot;) - an 8 round 9x19mm &amp;quot;fast mag&amp;quot; that is reloaded with 10-round stripper clips (''somehow'' being faster than reloading with magazines) and &amp;quot;8mm Nambu&amp;quot; 20 round magazines, a caliber that the C96 never used.&lt;br /&gt;
[[File:Mauser C96 M1930.jpg|thumb|none|400px|Mauser C96 M1930 - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser M712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96MauserRed9.jpg|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Vanguard C96 (1).jpg|thumb|none|600px|The default Mauser in Gunsmith.]]&lt;br /&gt;
[[File: VanguardM712Schnellfeuer(2021).jpeg|thumb|none|600px|Gunsmith representation of an M712 Schnellfeuer fitted with a 20-round magazine, but still lacking the selector switch.]]&lt;br /&gt;
[[File:CoDVanguard-C96-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:M1917Trench.jpg|thumb|none|450px|Mauser M1917 Trench Carbine with 40-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDVanguard-C96-7.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-8.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] appears as the &amp;quot;RATT&amp;quot;, presumably taking the TT from the pistol's actual name. It incorrectly holds 9 rounds by default instead of the correct 8. The model's default trigger has a non-standard hole cutout in it, though some of the replacement trigger customizations resemble the correct style. All suppressors humorously block the ironsights. The TT pistol in-game can accept .45 ACP 12-round magazines, a caliber that the TT pistol (or its copies) cannot chamber.&lt;br /&gt;
&lt;br /&gt;
In the beta, the rear sight and recoil spring plug weren't attached to the slide, and floated in place when it moved back, but this was fixed for release.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 (pre-1947) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Vanguard TT (1).jpg|thumb|none|600px|Previewing the TT pistol in the beta; note the oddly-shaped trigger guard, checkered grip panels, slide with 5 grasping serrations instead of 7, and rather concerning lack of a trigger.]]&lt;br /&gt;
[[File:CODV TT (1).jpg|thumb|none|600px|Holding down a billiards room with the TT, Russian mob style.]]&lt;br /&gt;
[[File:CODV TT (2).jpg|thumb|none|600px|The Tokarev's sights.]]&lt;br /&gt;
[[File:CODV TT (3).jpg|thumb|none|600px|Palming a mag in on the normal reload.]]&lt;br /&gt;
[[File:CODV TT (4).jpg|thumb|none|600px|Actuating the slide catch from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Type 54 / Model 213===&lt;br /&gt;
Equipping the &amp;quot;9mm Fast Mag&amp;quot; or the &amp;quot;9mm Extended Mags&amp;quot; turns the pistol into a [[Tokarev TT-33#Type 54 / Model 213|Type 54 / Model 213]], minus the manual safety. The Type 54 / Model 213 was made in 1951 onwards, making the 9mm conversions anachronistic for the majority of the maps. Note both magazines have incorrect capacities of 9 (6 prior to Season 3) and 18 respectively, instead of the correct 8 for the time period. The extended mag also has an incorrect capacity of 18 - real extended Model 213A pistols has a capacity of 14.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokarev NorincoM213B.jpg‎|thumb|none|350px|Model 213 with blued finish (Norinco-branded) - 9x19mm. This is a screen used pistol from ''[[Rush Hour]]'']]&lt;br /&gt;
&lt;br /&gt;
==Webley Mark VI==&lt;br /&gt;
The [[Webley Mk VI]] appears in ''Vanguard'', simply called the &amp;quot;Top Break&amp;quot; due to its break-action chamber. It is shown using .45 ACP ammunition (anachronistic for the WWII campaign, as the .45 ACP modifications for Webley revolvers were made after the war). It can also be rechambered in 9mm and &amp;quot;.30 Russian Short&amp;quot; (7.62x39mm). It can be fired in single-action, although it doesn't even have an animation change (with the hammer magically cocking itself without the user thumbing it back) and makes no difference to the weapon's performance. A suppressor can incorrectly be used with the revolver, something which is impossible in real-life due to the lack of a gas seal.&lt;br /&gt;
&lt;br /&gt;
The initial draw animation for the akimbo Webleys features a cowboy-esque spin of the left revolver. As for the break-action nature of the revolver, the game fudges it by simply thrusting down with the revolver in the character's hand, without pressing the latch to open the revolver up, followed by the equally impossible speedloader reload off-screen, as is tradition for ''Call of Duty''.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[File:Webley Mark VI 4 inch.jpg|thumb|none|350px|Webley Mk VI with 4&amp;quot; barrel - .455 Webley]]&lt;br /&gt;
[[File:CODV MkVI (1).jpg|thumb|none|600px|Arthur Kingsley observes an old car with his Webley.]]&lt;br /&gt;
[[File:CODV MkVI (2).jpg|thumb|none|600px|Aiming upon another house, with the sickly green gas cloud in the background.]]&lt;br /&gt;
[[File:CODV MkVI (3).jpg|thumb|none|600px|Opening and ejecting out the wafer-clip .45 cartridges.]]&lt;br /&gt;
[[File:CODV MkVI (4).jpg|thumb|none|600px|In with a new set...]]&lt;br /&gt;
[[File:CODV MkVI (5).jpg|thumb|none|600px|...and closing the Webley up.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Armaguerra OG-43==&lt;br /&gt;
The [[Armaguerra OG-43]] was added in Season 2, as the &amp;quot;Armaguerra 43&amp;quot;. While not anachronistic, the use of the OG-43 is very unlikely, given the small number of prototypes existed in real life, and it's exclusively chambered in 9mm, not 7.62x39mm or even 7.92×33mm Kurz (&amp;quot;8mm Kurz&amp;quot; in-game) intermediate rifle calibers.&lt;br /&gt;
&lt;br /&gt;
[[File:Og43.jpg|thumb|none|450px|Armaguerra OG-43 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codvanog43.jpg|thumb|none|600px|Image of the in-game OG-43.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The [[Welgun|BSA Welgun]] was added in Season 1. It is erroneously shown with a stamped wire charging handle on the right side of the bolt; the real weapon lacked a charging handle (to make construction simpler, and reduce the weapon's width), the user instead simply grabbing the bolt itself and racking it somewhat like a pistol slide (hence why the bolt is serrated and exposed on both sides of the receiver). The magazine well's markings also appear to come from the [[M3 Grease Gun]], reading &amp;quot;SUB-MACH.GUN&amp;quot; and &amp;quot;CAL .4'''6''' M3&amp;quot;; one of the magazine options (a 48-rounder in 7.62x25mm Tokarev) even appears to be an M3's magazine. The other options include two .45 ACP magazines (a 20-rounder that appears to be an [[M1 Carbine]] magazine, which is both too small for 20 rounds of .45 and too long front-to-back to actually fit in the magazine well - bizarrely, this length appears to be filled completely with some sort of spitzer-pointed rifle cartridge that definitely isn't .45 ACP, and a 48-rounder that has an oversized ''Trommelmagazin 08'' attached to a long feed tower, with an inexplicable backwards slant), and a 64-round 9mm magazine (similar to the .45 drum, but with two drums joined together similarly to an [[MG15]] drum). It also fires considerably faster in-game than in reality, with the real weapon clocking in at about 500 RPM.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, several of the weapon's attachments come from different submachine guns entirely (and anachronistic ones at that); the &amp;quot;120mm Gawain Short&amp;quot; barrel and &amp;quot;SA 43 Folding&amp;quot;/&amp;quot;SA 43M Pack&amp;quot; stocks appear to be taken from the [[Carl Gustav M/45]], while the &amp;quot;Gawain Skeletal&amp;quot; stock and &amp;quot;320mm SA Shrouded&amp;quot; and &amp;quot;300mm Wilkie Custom&amp;quot; barrels are from production Sterling variants (the former barrel being from a [[Sterling L2A3]], and the latter being a slightly shorter version of an [[Sterling#Sterling Mk.5 / L34A1|L34A1]]'s).&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm Parabellum]]&lt;br /&gt;
[[File:VanguardWelgun1.jpg|thumb|none|600px|Stock Welgun]]&lt;br /&gt;
[[File:CODV Welgun (1).jpg|thumb|none|600px|The Welgun in Warzone deathmatch.]]&lt;br /&gt;
[[File:CODV Welgun (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:CODV Welgun (3).jpg|thumb|none|600px|Reloading from empty, with the bolt forward.]]&lt;br /&gt;
[[File:CODV Welgun (4).jpg|thumb|none|600px|Pulling it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf m/45==&lt;br /&gt;
A [[Carl Gustaf m/45]] with a shortened receiver and stock was added during Season 3 as the &amp;quot;H4 Blixen&amp;quot;. .45 ACP and 7.62x25mm Tokarev chamberings do not exist for the m/45 or its copies.&lt;br /&gt;
&lt;br /&gt;
[[File:AM.029788.jpg|thumb|none|400px|Carl Gustaf m/45B - 9x19mm]]&lt;br /&gt;
[[File:CODV m45 (1).jpg|thumb|none|600px|Holding the stubby Carl G SMG upon a particularly suspect wall.]]&lt;br /&gt;
[[File:CODV m45 (2).jpg|thumb|none|600px|The iron sights of the Swedish K.]]&lt;br /&gt;
[[File:CODV m45 (3).jpg|thumb|none|600px|The m/45's reload.]]&lt;br /&gt;
[[File:CODV m45 (4).jpg|thumb|none|600px|Tugging the bolt back with the trigger finger.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi LF-57==&lt;br /&gt;
The [[Franchi LF-57]] was added in Season 4 as the &amp;quot;Marco 5&amp;quot;. It can be dual-wielded. It is anachronistic to the original World War II setting (being developed in 1956), though most of the seasonal weapons added to the game are moreso set in the Warzone live service story that goes into the 1960s. &lt;br /&gt;
[[File:Franchi lf57-2.jpg|thumb|none|450px|Franchi LF-57 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] appears as the &amp;quot;M1928&amp;quot;, fitted with a 50 drum magazine by default, which is impossible for the M1 Thompsons (but is possible on actual M1928 Thompsons). An extended drum attachment holds 100 rounds, which do exist but never saw adoption in WWII. The initial draw animation involves the player character locking open the bolt, then flicking the safety off (although it never moves and is always pointed at fire). In the beta, a conversion to .30-06 was available, based on [[:File:Thompson .30-06.jpg|this image]] of a prototype M1A1 in .30-06, though the in-game version lacks the necessary lengthened receiver and recoil spring tube of the real prototype. At the time of the official release, this conversion has been removed and replaced with a “30 round fast mag”, which gives the gun 30 round box magazines. This however was incorrectly changed to 50 rounds (as with the drum magazine) after the Season 3 update, for the usual balance changes. Interestingly, while the Cutts compensator is available in game, it is currently not available on the Thompson. Other customization options include the ability to remove the stock, the iconic forward pistol grip, and the M1928 Thompson iron sights, both flipped up and down as different attachments.&lt;br /&gt;
&lt;br /&gt;
In a December 2021 update, the Warzone incarnation of the weapon was bizarrely renamed to &amp;quot;M1912&amp;quot;, despite the first Thompson prototype only appearing in 1917 and the M1A1 appearing in the later years of WWII. The name was eventually reverted to &amp;quot;M1928&amp;quot; in a May 2022 update.&lt;br /&gt;
[[File:Tommy m1.jpg|thumb|none|450px|M1A1 Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎|thumb|none|450px|M1928A1 Thompson with 50-round drum magazine, for reference - .45 ACP]]&lt;br /&gt;
[[File:CODV thompson 1.jpg|thumb|none|601px|The M1A1 Thompson with a drum magazine in Warzone. Despite the gun having a handguard, the player character holds it by the drum like the PPSh.]]&lt;br /&gt;
[[File:CODV thompson 2.jpg|thumb|none|601px|The Thompson's sights.]]&lt;br /&gt;
[[File:CODV Thompson (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:CODV thomspon 4.jpg|thumb|none|600px|Reloading from empty - about to swap out the drum magazines like they're thin magazines.]]&lt;br /&gt;
[[File:CODV thompson 3.jpg|thumb|none|601px|Lining in the new one.]]&lt;br /&gt;
[[File: VanguardProperM1A1Thompson(2021).jpeg|thumb|none|600px|A proper M1A1 Thompson fitted with a 30 round box magazine (though changed to 50 rounds post-Season 3).]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is an SMG available in the game. The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon, somehow holding 64 rounds. It can also be equipped with 24-round (which holds 32 rounds after the Season 3 update) &amp;quot;fast mags&amp;quot;, or rechambered in 7.62x25mm Tokarev or 7.92x33mm Kurz.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODVanguard PromoArt MP40.jpg|thumb|none|600px|The MP40 held in first-person, as seen in the promotional art. Compared to some previous depictions of the MP40 in the series, the player character holds the MP40 by the magazine well instead of grasping the magazine itself (the latter option is likely to cause a malfunction).]]&lt;br /&gt;
[[File:Codvanmp401.jpg|thumb|none|600px|A soldier fires his MP40 in the Champion Hill mode.]]&lt;br /&gt;
[[File:Vanguardgermanguardmp401.jpg|thumb|none|600px|A German guard holds the MP40 on Lieutenant Arthur Kingsley.]]&lt;br /&gt;
[[File:CODV MP40 (1).jpg|thumb|none|600px|Arthur with his own MP40 in the hostile rent-a-garage area on Caldera.]]&lt;br /&gt;
[[File:CODV MP40 (2).jpg|thumb|none|600px|The MP40's irons against the rocks.]]&lt;br /&gt;
[[File:CODV MP40 (3).jpg|thumb|none|600px|Notching the bolt back on the full reload.]]&lt;br /&gt;
[[File:CODV MP40 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:CODV MP40 (5).jpg|thumb|none|600px|And sending it back into battery.]]&lt;br /&gt;
[[File:Vanguard Armor Plates.jpg|thumb|none|600px|The artwork for the Armor Plates field upgrade (yet another anachronism, in terms of its effectiveness if nothing else) features an MP40 prominently, along with a couple other tools that would probably render the field upgrade in question largely irrelevant.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;VDD 34M&amp;quot; stock adds an old Bergmann-style rifle wood stock, effectively turning the weapon into the [[MP41]] (though it retains the MP40's underbarrel resting plate).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shredder&amp;quot; submachine gun in the Frontline weapons pack is a blueprint for the [[MP40]], turning it into a heavily customized MP41. It also briefly appears in the Alpha trailer, kitted out with a skeleton Thompson grip, an [[MP18]] barrel and a magazine similar in design to the ''Trommelmagazin 08''.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|none|450px|MP41 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codfrontline1.jpg|thumb|none|600px|The custom MP41 on top, painted with Splittertarn camouflage and added M1921 Thompson foregrip, along with a barrel resembling the [[MP18]] barrel and a Glasvisier 16 scope.]]&lt;br /&gt;
[[File:Codvanmp411.jpg|thumb|none|600px|A soldier holds a heavily customized MP41 in the Champion Hill mode.]]&lt;br /&gt;
[[File: VanguardMP41(2021).jpeg|thumb|none|600px|Gunsmith view of the MP41.]]&lt;br /&gt;
&lt;br /&gt;
==Owen Gun==&lt;br /&gt;
The [[Owen Gun]] is carried by 2nd Lieutenant Riggs as his main weapon of choice throughout the campaign. For whatever reason, its model is mirrored, with the charging handle and sights on the left side instead of the right. One of the stock attachments gives the gun an Owen MKII stock.&lt;br /&gt;
[[File:Owen MkI 1942.jpg|thumb|none|450px|Owen Mk I - 9x19mm Parabellum. This is an earlier version of the Owen gun, featuring a finned barrel, early wireframe stock (some wireframe stocks have a clip that holds an oil bottle), and solid trigger housing. The parkerized finish is a post-war refurbishment.]]&lt;br /&gt;
[[File:Codvanowen1.jpg|thumb|none|600px|The Owen slung on Riggs' back when he opens the train doors.]]&lt;br /&gt;
[[File:VanguardOwenTobruk0.jpg|thumb|none|600px|Lucas Riggs brushes off his inverted Owen during the intro of the 1941 Tobruk level...]]&lt;br /&gt;
[[File:VanguardOwenTobruk1.jpg|thumb|none|600px|...then checks its magazine.]]&lt;br /&gt;
[[File:CODV Owen (1).jpg|thumb|none|600px|The Owen Gun in Warzone.]]&lt;br /&gt;
[[File:CODV Owen (2).jpg|thumb|none|600px|Aiming with the mirrored sights.]]&lt;br /&gt;
[[File:CODV Owen (3).jpg|thumb|none|600px|Inserting a new magazine on the reload.]]&lt;br /&gt;
[[File:CODV Owen (4).jpg|thumb|none|600px|Pulling the mirrored charging handle back.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is featured in the game. The [[PPS-43]] magwell is no longer present from the ''WWII'' model and the cyclic rate more closely matches real PPSh rates. The barrel is lengthened just beyond the heatshield and has a threaded endcap for muzzle customization. The early 35-round box magazine is inaccurately featured as the &amp;quot;7.62mm Gorenko 71 Round Mags&amp;quot; and the later 35-round box magazine is available as the &amp;quot;.30 Russian Short 35 Round Mags&amp;quot; and rather inaccurately as the &amp;quot;8mm Nambu 71 Round Mags&amp;quot;. There is also a fictional shortened late 35 rounder as the &amp;quot;7.62mm Gorenko 25 Round Mags&amp;quot;.&lt;br /&gt;
&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: VanguardPPSh41StickMag(2021).jpeg|thumb|none|600px|Gunsmith view of the PPSh-41 with the 35 round stick magazine. Note the fictional extended barrel to allow for muzzle attachments.]]&lt;br /&gt;
[[File: VanguardPPSh41Drum.jpeg|thumb|none|600px|Gunsmith view of the PPSh-41 with the 71 round drum.]]&lt;br /&gt;
[[File:Vanguard Dead Drop.jpg|thumb|none|600px|The artwork for the Dead Drop field upgrade, which features a drum-magged PPSh alongside what appears to be a rather contextually-inappropriate US-issue helmet.]]&lt;br /&gt;
[[File:CODV PPSh-41 (1).jpg|thumb|none|600px|Enjoying some clear skies over Caldera with the standard PPSh-41.]]&lt;br /&gt;
[[File:CODV PPSh-41 (2).jpg|thumb|none|600px|The PPSh's iron sights.]]&lt;br /&gt;
[[File:CODV PPSh-41 (3).jpg|thumb|none|600px|Actuating the fire selector lever.]]&lt;br /&gt;
[[File:CODV PPSh-41 (4).jpg|thumb|none|600px|Tossing aside an empty magazine on the reload.]]&lt;br /&gt;
[[File:CODV PPSh-41 (5).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:CODV PPSh-41 (6).jpg|thumb|none|600px|About to lock the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Zac 280mm Light&amp;quot; barrel and &amp;quot;Zac Folding&amp;quot; stock turn the genuine PPSh-41 into an approximation of a [[PPS-43]].&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg|thumb|none|450px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDVanguard-PPSh43-1.jpeg|thumb|none|600px|The pseudo-PPS in the Gunsmith menu; it still retains the PPSh's receiver and magazine well, creating an amusing inversion of the configuration seen in ''WWII''.]]&lt;br /&gt;
&lt;br /&gt;
===K-50M===&lt;br /&gt;
The &amp;quot;Empress 140mm Rapid&amp;quot; barrel and the &amp;quot;Ovalevskaya Skeletal&amp;quot; stock turn the PPSh-41 into an anachronistic [[K-50M]].&lt;br /&gt;
[[File:K-50M full stock.jpg|thumb|none|450px|K-50M - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDVanguard-PPShK-K50M1.jpeg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Sa 25==&lt;br /&gt;
The [[Sa 25]] was added with Season 5 as the &amp;quot;RA 225&amp;quot;. Curiously, the game files refer to it as &amp;quot;sm_salpha26&amp;quot;, even though it has the Sa 25's vertical pistol grip and 9x19mm default chambering. While a 7.62x25mm rechambering for the Sa submachine gun series (specifically for the Sa 24/26) exists, a .45 ACP conversion isn't.&lt;br /&gt;
[[File:Sa 25.jpg|thumb|none|400px|Sa 25 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is featured in the game with the top of the rear sight chopped off. The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon, instead of the more accurate 50 round magazine from the [[Lanchester Mk. I]]. While .45 ACP conversions of the Sten available in-game are not available outside of heavily modifying or rebuilding the weapon outright, 7.62x25mm chamberings made by the Chinese do exist.&lt;br /&gt;
&lt;br /&gt;
It is Sergeant Arthur Kingsley's main weapon of choice in the campaign. &lt;br /&gt;
[[File:Sten.jpg|thumb|none|450px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODVanguard Trailer StenMK2.jpg|thumb|none|600px|Sergeant Kingsley firing the Sten Mk II. Upon further examination, the rear sight appears to have been chopped in half. The few frames of it being fired it appears to be correctly depicted firing from an open bolt, however, the bolt never moves forward to fire the round in the chamber for some reason. The bolt is erroneously modeled as an entire solid block extending to the back of the receiver, creating this goof where the bolt clips through the back of the receiver when firing. Also note that, for some reason, the buttplate is rotated 90 degrees. No shells are ejected when firing either. Unlike this shot, the Sten is held by the magwell in first person. Fortunately, all of the above issues have been fixed in the beta.]]&lt;br /&gt;
[[File:CODV Sten (1).jpg|thumb|none|600px|Arthur with the Sten in a Warzone match.]]&lt;br /&gt;
[[File:CODV Sten (2).jpg|thumb|none|600px|Aiming with the Sten's rather cut down, sparse iron sights.]]&lt;br /&gt;
[[File:CODV Sten (3).jpg|thumb|none|600px|It does have a nice fire selector animation, though.]]&lt;br /&gt;
[[File:CODV Sten (4).jpg|thumb|none|600px|Reloading the 32-round magazine.]]&lt;br /&gt;
[[File:CODV Sten (5).jpg|thumb|none|600px|Working the Sten's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I/Sten Mk VI Hybrid===&lt;br /&gt;
The &amp;quot;Wildwood&amp;quot; submachine gun in the Frontline weapons pack is a hybrid combining original Sten Mk I with the pistol grip, fixed stock and suppressor from the [[Sten Mk VI]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|450px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:StenMkVI.jpg|thumb|none|450px|Sten Mk VI - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom Sten on the bottom, painted with German helmet &amp;quot;Normandy&amp;quot; chicken wire style camouflage. Note the similarity with the &amp;quot;Rooted II&amp;quot; variant from ''Call of Duty: WWII''.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] returns as an available SMG. In the campaign, it is used by Japanese soldiers, and is Lieutenant Wade Jackson's weapon of choice. Like in ''World at War'' its usage is once again too exaggerated and overrepresented this time even more bizarrely being also used by the Germans in the Beatrice operator cinematic. It appears to be modelled after the later war version of the Type 100, which is odd given that the game's Pacific campaign takes place before 1944.&lt;br /&gt;
&lt;br /&gt;
The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon. It should be noted a 9mm magazine would never work in an 8mm SMG, the magazine is inserted the wrong way round and it is stated to be an &amp;quot;8mm Kurz&amp;quot; (7.92x33mm) conversion, a caliber much too large for the ''Trommelmagazin 08''. For whatever reason, a slightly shorter [[AKS-74]] stock appears as the &amp;quot;Warubachi Skeletal&amp;quot; stock attachment.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type100 1944.jpg|thumb|none|450px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Type 100 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvancrate1.jpg|thumb|none|600px|A crate is opened in the Champion Hill mode, revealing a Type 100 submachine gun, two Sturmgewehr 44 rifles and an MG42 machine gun.]]&lt;br /&gt;
[[File:VanguardType100WadeSolomon0.jpg|thumb|none|600px|Wade holds a late-war Type 100 in 1943 during the Solomon Islands campaign. Note the Nagoya Arsenal proof mark next to the serial number.]]&lt;br /&gt;
[[File:VanguardJapaneseType100soldier1.jpg|thumb|none|600px|A Japanese soldier holds the Type 100. While his grip on the magazine is improper, you get a nice view of the fully rendered bullets inside.]]&lt;br /&gt;
[[File:CODV Type 100 (1).jpg|thumb|none|600px|The Type 100 out on the tropical side of Caldera, along with the local cloud of death-gas.]]&lt;br /&gt;
[[File:CODV Type 100 (2).jpg|thumb|none|600px|Using the Type 100's simple sights.]]&lt;br /&gt;
[[File:CODV Type 100 (3).jpg|thumb|none|600px|Locking the bolt back comes first on its empty reload.]]&lt;br /&gt;
[[File:CODV Type 100 (4).jpg|thumb|none|600px|Pulling out the magazine..]]&lt;br /&gt;
[[File:CODV Type 100 (5).jpg|thumb|none|600px|...and down in with a new one.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Becker revolving shotgun==&lt;br /&gt;
The [[Becker revolving shotgun]] appears in the game as the &amp;quot;Einhorn Revolving&amp;quot;, changed from the more generic &amp;quot;Revolving Shotgun&amp;quot; name seen in the beta. Being a rare and sophisticated European shotgun (only about 100 examples being ever produced, at a time when only the U.S. issued combat shotguns), it was unlikely to have been used as a military weapon during WWII in reality. Nevertheless, it shows up very frequently in the campaign as the shotgun of choice for enemy forces, both German and even Japanese.&lt;br /&gt;
&lt;br /&gt;
A fictional 5-round (3 rounds before Season 3) detachable magazine is available as the &amp;quot;fast mag&amp;quot; for the Becker. The cylinder itself is replaced with a fixed plug that serves as a receiver; however, the spent cartridges are still ejected through the loading port on the right, making the whole thing mechanically questionable (i.e., in reality, it would require an entire Dardick-style do-over of the feed system). Other modifications change the caliber of the shotgun to 12 gauge - which is mechanically plausible, but the Becker was only ever in 16 gauge. A completely fictional 7 shell extended cylinder is also an option, although it doesn't rotate, which is a problem for a revolving shotgun. It can also use birdshot of an unidentified (presumably 16 gauge) caliber.&lt;br /&gt;
&lt;br /&gt;
[[File:Becker shotgun.jpg|thumb|none|450px|Becker revolving shotgun - 16 gauge]]&lt;br /&gt;
[[File:Codvanbecker1.jpg|thumb|none|600px|A soldier blows a hole in the wall with his Becker shotgun in the Champion Hill mode.]]&lt;br /&gt;
[[File:CODV Becker pickup.jpg|thumb|none|600px|Polina picks up the exotic and historically inaccurate shotgun brought by the invaders of Stalingrad. The initial pick-up animation shows the weapon being cocked by pulling the barrel forward.]]&lt;br /&gt;
[[File:CODV Becker idle.jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODV Becker aiming.jpg|thumb|none|600px|Aiming the Becker.]]&lt;br /&gt;
[[File:CODV Becker reload1.jpg|thumb|none|600px|At the start of every reload, the ejector rod is correctly used to remove the last spent shell.]]&lt;br /&gt;
[[File:CODV Becker reload2.jpg|thumb|none|600px|Inserting a period-correct brass shell.]]&lt;br /&gt;
[[File:CODV Becker reload3.jpg|thumb|none|600px|Rotating the cylinder.]]&lt;br /&gt;
[[File:Vanguard Beckermagazine.jpg|thumb|none|600px|The dubious &amp;quot;16 Gauge 5-Round Fast Mag&amp;quot; attachment, with an [[M1A1 Carbine]] stock assembly (named the &amp;quot;Reisdorf Folding&amp;quot;) to boot. The ejector rod is still used at the start of a reload. The right hand is used when non-empty; the empty reload is similar to ''WWII'''s Toggle-Action empty reload with a tacticool mag swap.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears in the game as the &amp;quot;Gracey Auto&amp;quot;, replacing the generic &amp;quot;Auto-Loading Shotgun&amp;quot; name from the beta. The in-game Auto-5 anachronistically (for most maps) has the post-1953 Auto-5s' &amp;quot;Speed-load&amp;quot; features; the gun can be reloaded without holding down the carrier/bolt release button (which pre-1953 Auto-5s required), and the first shell inserted into an empty Auto-5 is automatically chambered.&lt;br /&gt;
&lt;br /&gt;
One of the attachments allows you to reload all 5 shells at once, making it far faster than the base reload. Another attachment adds the same fictional detachable magazine from ''WWII's'' [[Walther automatic shotgun|Walther toggle-action]], with a rather optimistic 7-round capacity.&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|450px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[Image:CODV auto 1.jpg|thumb|none|601px|The Auto 5 in Warzone. All sight options appear to add a rear sight or optical sight directly onto the barrel. While this was sometimes done in reality, particularly for use with slugs, this has been mounted too far to the rear to allow the barrel to recoil with the action as is proper for long-recoil shotguns.]]&lt;br /&gt;
[[Image:CODV auto aiming.jpg|thumb|none|601px|Aiming down the sights.]]&lt;br /&gt;
[[Image:CODV auto 3.jpg|thumb|none|601px|Reloading from empty - a shell is sent through the closed loading gate, then the bolt drops forward and somehow chambers it. Well, at least an attempt was made at portraying a tube-loading semiautomatic shotgun, a rarity in ''Call of Duty''. Note the user's thumb clipping through the weapon.]]&lt;br /&gt;
[[Image:CODV auto 4.jpg|thumb|none|601px|Reloading the rest of the tube as normal.]]&lt;br /&gt;
[[Image:CODV auto 5.jpg|thumb|none|600px|A heavily modified Auto-5 with a choke, no stock, the same sight from above, a drum magazine and a foregrip.]]&lt;br /&gt;
[[Image:CODV auto 6.jpg|thumb|none|600px|Removing the drum magazine without pressing a release of any sort - this drum is the same as the &amp;quot;Toggle Action&amp;quot; from ''[[Call of Duty: WWII#Walther Toggle-Action|WWII]]'', and it holds 10 shells. While not visible here, the ''Trommelmagazin 08''-style winding lever (which incorrectly never moves) is bugged, with one lever remaining on the drum while it's removed and an identical one floating below the shotgun.]]&lt;br /&gt;
[[Image:CODV auto 7.jpg|thumb|none|600px|Getting a good look at the open ejection port, note the foregrip is now more visible.]]&lt;br /&gt;
&lt;br /&gt;
==Lincoln Jeffries Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|full-length double-barreled shotgun]] with exposed hammers is available as simply the &amp;quot;Double Barrel&amp;quot;. It appears to be based on a luxury model developed by airgun manufacturer Lincoln Jeffries due to its distinct-looking hammers and its &amp;quot;sh_lindia98&amp;quot; game file name (''Vanguard'', like other recent CoD games, uses a naming scheme for weapon filenames consisting of two letters, the second represented using the NATO phonetic alphabet, so for example the MP-40 is named &amp;quot;sm_mpapa40&amp;quot; and the M1 Garand is the &amp;quot;mr_m1golf&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Humorously, the weapon can be dual-wielded in multiplayer (it is the only non-pistol that can be dual-wielded) and, in a fairly interesting oversight, foregrips can be mounted too close to the trigger, blocking the shotgun from breaking open all the way. Shells auto eject and hammers recock themselves when reloading akimbo, and this all happens ''faster'' than the regular reload, which is preposterous.&lt;br /&gt;
&lt;br /&gt;
[[File:Lincolnjeffries.jpg|thumb|none|450px|Lincoln Jeffries SxS double-barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODV LincolnJeffries (1).jpg|thumb|none|600px|On the prowl for birds with the Lincoln Jeffries shotgun.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (2).jpg|thumb|none|600px|Aiming upon the sky.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (3).jpg|thumb|none|600px|Thumbing the barrels open, revealing the two rounds are unfired (unstruck primers).]]&lt;br /&gt;
[[File:CODV LincolnJeffries (4).jpg|thumb|none|600px|Otter loads in a new set.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (5).jpg|thumb|none|600px|Removing another pristine, unfired round on the single barrel reload.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears under the &amp;quot;Combat Shotgun&amp;quot; name. Despite having the same name as in ''Call of Duty: WWII'', it is actually the riot gun variant rather than the &amp;quot;Trench Gun&amp;quot; variant seen in previous titles, since it lacks the distinct heat shield and bayonet lug. The proper &amp;quot;Trench Gun&amp;quot; barrel can be equipped via the Gunsmith, named the &amp;quot;Framble No. 3&amp;quot;. In the initial release, the hammer was bugged and appeared in both the cocked and uncocked positions after firing and during the empty reload; this was later fixed.&lt;br /&gt;
&lt;br /&gt;
The weapon uses 16 gauge shells by default, but can be modified to fire 12 gauge ones. Other modifications include a detachable magazine and detachable drum magazine, both based on the fictional magazines used on the Toggle-Action&amp;quot; in ''WWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:Codvg-m1897-gunsmith.jpg|thumb|none|600px|The base &amp;quot;Combat Shotgun&amp;quot; in the Gunsmith.]]&lt;br /&gt;
[[File:CODV 1897 (1).jpg|thumb|none|600px|Armed with the M1897, Kingsley prepares to break up a labor strike at the Caldera mining site.]]&lt;br /&gt;
[[File:CODV 1897 (2).jpg|thumb|none|600px|Aiming with ahistorical rear sight.]]&lt;br /&gt;
[[File:CODV 1897 (3).jpg|thumb|none|600px|Loading up the magazine with also ahistorical plastic shells.]]&lt;br /&gt;
[[File:CODV 1897 (4).jpg|thumb|none|600px|Pumping out a spent, low detail shell.]]&lt;br /&gt;
[[File: VanguardM97TrenchGunProper(2021).jpeg|thumb|none|600px|Gunsmith view of a proper Winchester M1897 “Trench” Shotgun with heat shield and bayonet lug. The in-game Gunsmith also allows for the gun to be chambered in 12 gauge.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Unlike the previous WWII games, rifles are sorted into three categories much like the recent games: assault rifles, marksman rifles and sniper rifles. Assault rifles consist of fully-automatic rifles (including LMGs that the game treats as rifles like the BAR and Charlton), as well as the burst-fire Breda PG. Marksman rifles consist of semi-automatic rifles and sniper rifles consist of bolt-action and semi-automatic rifles fitted with scopes by default.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] long rifle is featured as the &amp;quot;Type 99&amp;quot;, though the in-game default caliber is the original 6.5x50mm Japanese cartridge and the in-game rifle also has the Type 38's rear sight. However, the proper Type 99 barrel and rear iron sight are available attachments in the Gunsmith. In the campaign, it is the main rifle of the Japanese soldiers, used both scoped and unscoped and often fitted with a bayonet. Stripper clips cannot be used with the sniper scope, despite the latter being offset.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified to use the 7.7x58mm ammunition of the real [[Arisaka Type 99|Type 99]], albeit in a detachable magazine; this is done with the &amp;quot;8mm Klauser mags&amp;quot; attachment, even though this name is used for 7.92x57mm Mauser attachments on other weapons. The rifle can also weirdly be converted to use the 9x22mmR Japanese cartridge in an [[MG13]] magazine containing only 8 rounds; for some reason, the relevant attachment has a completely different name (&amp;quot;5.6mm&amp;quot;, which is normally used for .22 LR attachments of the game). The &amp;quot;fast mags&amp;quot; attachment adds a Gew.43 or SMLE style magazine (which used to contain an absurdly small 3 rounds). A completely fictional 20-round drum magazine is also available.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 rifle - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 Sniper Rifle with 2.5x Kokura scope - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:VanguardArisakabayonetglitchSolomonislands.jpg|thumb|none|600px|Lieutenant Wade Jackson holds an Arisaka rifle. Note the strange spike bayonet (incorrect for the Japanese use) that is bugged and not even attached to the rifle. Following a November 2021 update, the bayonet was changed to the German S84/98.]]&lt;br /&gt;
[[File:VanguardArisaka99boltaction1.jpg|thumb|none|600px|Working the bolt in front of an Isuzu Type 94 6-Wheeled Truck.]]&lt;br /&gt;
[[File:VanguardScopedArisaka1.jpg|thumb|none|600px|Wade checks the chamber on an Arisaka sniper rifle recently liberated from its owner.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The Costa Rican contract [[Breda PG]] returns from ''WWII'' as the &amp;quot;ITRA Burst&amp;quot;. The weapon fires at 950 RPM, which is incorrect as the real weapon fired at 600 RPM. It is incorrectly chambered in 7.92x57mm; conversions to 6.5x50mm and .303 British are available as attachments. It is prominently and inaccurately used by the Afrika Korps in the African theater missions, probably representing Italian involvement there, however, in reality, it was never adopted for service.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Vanguard Breda PG (1).jpg|thumb|none|600px|Gunsmith view of the Breda PG rifle.]]&lt;br /&gt;
[[File:CODV Breda PG (1).jpg|thumb|none|600px|At the Caldera airstrip with the Breda PG.]]&lt;br /&gt;
[[File:CODV Breda PG (2).jpg|thumb|none|600px|Aiming the Breda rifle.]]&lt;br /&gt;
[[File:CODV Breda PG (3).jpg|thumb|none|600px|Throwing out a spent magazine.]]&lt;br /&gt;
[[File:CODV Breda PG (4).jpg|thumb|none|600px|Strong-arming in a new one.]]&lt;br /&gt;
[[File:CODV Breda PG (5).jpg|thumb|none|600px|Opening back the Breda's bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] returns from ''WWII'', again as the &amp;quot;Automaton&amp;quot;, a literal translation of its Russian name. It has a much higher rate of fire than in ''WWII'' (roughly double the ROF of the actual rifle), and comes with some sort of ladder sight acting as a viewing window on top of the actual rear sight. A monstrously large fictional 75-round double-drum mag (apparently based on the Beta C-Mag) is available as an attachment option, as well as conversions to .22 LR and 7.62x54mmR (the former in a magazine that looks like a 10-round one but oddly retaining the standard 25-round capacity, and the latter in a fictional 50-round magazine). It can also be equipped with an extended barrel based on the experimental M1924 (which is incorrectly referred to as &amp;quot;M1912&amp;quot; in many sources). Another barrel mod makes the gun fire in five-round bursts.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvg-fedorov-gunsmith.jpg|thumb|none|600px|The base Fedorov in the Gunsmith.]]&lt;br /&gt;
[[File:CODV Federov (1).jpg|thumb|none|600px|Nikolai with a Federov Avtomat in Warzone.]]&lt;br /&gt;
[[File:CODV Federov (2).jpg|thumb|none|600px|Aiming with the raised rear sight.]]&lt;br /&gt;
[[File:CODV Federov (3).jpg|thumb|none|600px|As with the Breda, it reloads with the dominant arm.]]&lt;br /&gt;
[[File:CODV Federov (4).jpg|thumb|none|600px|Working the Federov's action.]]&lt;br /&gt;
[[File:VanguardAutomaton1.jpg|thumb|none|600px|Golden Avtomat with the &amp;quot;meta&amp;quot; 2.5x scope, Anastasia sniper barrel, and 75-round drum mag.]]&lt;br /&gt;
[[File:VanguardAutomaton2.jpg|thumb|none|600px|Reloading the Avtomat with a tier 1 Pack-a-Punch camo. At launch, there were no PAP camos at all. During Season 1, non-animated PAP camos were added after a huge outcry from the ''Zombies'' community. Animated PAP camos were added in Season 2.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]], of all things, was added during Season 5 as the &amp;quot;BP50&amp;quot;. The (bullpup!) rifle has a &amp;quot;no stock&amp;quot; attachment that literally chops the rear end of the gun off, making it all kinds of mechanically impossible, on top of the obvious anachronism issue (it was developed in the late 1990s, long after World War II and the live service Warzone events that go until the 1960s). In addition to this, its unique ejection system is not depicted in game, as the weapon eject cases out right and upward instead of right and forward and will always eject rounds regardless of how many casings there are in the ejection tube as the gun fires; making the gun not ambidextrous-friendly (like the real rifle) as a result.&lt;br /&gt;
&lt;br /&gt;
In-game, it can be rechambered with the nonsensical &amp;quot;5.6mm&amp;quot;, 7.62x39mm, and somehow 7.62x54mmR, all of which the real life F2000 cannot fire.&lt;br /&gt;
&lt;br /&gt;
[[File:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODV F2000 (1).jpg|thumb|none|600px|At the Caldera digsite with the FN F2000 Tactical, in the hands of a somewhat more fitting Venerated character from ''Modern Warfare''.]]&lt;br /&gt;
[[File:CODV F2000 (2).jpg|thumb|none|600px|The F2000's familiar base iron sights.]]&lt;br /&gt;
[[File:CODV F2000 (3).jpg|thumb|none|600px|Reloading the STANAG magazine.]]&lt;br /&gt;
[[File:CODV F2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is featured. It incorrectly feeds from a curved box magazine whereas, in reality, it is straight. The &amp;quot;fast mag&amp;quot; Gunsmith option fixes this by replacing it with a proper magazine (prior to the Season 3, this was down-loaded to 8 rounds). A 20 extended magazine option is also available, based off of limited issue prototypes made for the weapon, but never widely issued.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Wyvern 570mm Full Auto&amp;quot; barrel attachment for the Gewehr 43 converts it to fire in full-auto, which wouldn't be a wise idea since it can easily empty the magazine in an instant and produce immense recoil.&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV-Gewehr43-1.jpg|thumb|none|600px|Holding a Gewehr 43.]]&lt;br /&gt;
[[File:CODV-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV-Gewehr43-3.jpg|thumb|none|600px|Draopping the used magazine.]]&lt;br /&gt;
[[File:CODV-Gewehr43-4.jpg|thumb|none|600px|Inserting a full one.]]&lt;br /&gt;
[[File:CODV-Gewehr43-5.jpg|thumb|none|600px|Finishing the reload by releasing the bolt.]]&lt;br /&gt;
[[File:VanguardG43equipStalingrad2.jpg|thumb|none|600px|The initial equip animation always has the gun empty with the bolt locked back. The player character inspects the magazine then performs a full reload.]]&lt;br /&gt;
[[File: VanguardGewehr43propermagazine2021.jpeg|thumb|none|600px|In game model of the G43, fitted with a proper 10 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
The [[Gustloff Volkssturmgewehr]] returns from ''WWII''. Despite being developed in late 1944, it makes a lot of anachronistic appearances in the flashbacks before 1945 in the campaign, all the way up to the Tobruk mission in 1941. As expected, it is full-auto, despite the existence of a full-auto Volkssturmgewehr only being a rumor based on the misinterpretation of the name Volkssturmgewehr as representing &amp;quot;Volks-sturmgewehr&amp;quot; (lit. &amp;quot;people-assault rifle&amp;quot;) rather than &amp;quot;Volkssturm-gewehr&amp;quot; (lit. &amp;quot;Volkssturm-rifle&amp;quot;). The weapon is slightly visually modified, with a thicker magazine and slightly rounded handguard.&lt;br /&gt;
&lt;br /&gt;
A double-drum mag based on the Beta C-Mag and the MG15 double drum appears in game as an extended magazine attachment, reusing the model from the [[Grossfuss Sturmgewehr]]'s extended magazine in ''WWII''.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Vanguard Volkssturmgewehr (1).jpg|thumb|none|600px|A preview of the Volkssturmgewehr in the beta.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (1).jpg|thumb|none|600px|Atop the rooftop resort with the Volkssturmgewehr.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (2).jpg|thumb|none|600px|The view down the sights.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (3).jpg|thumb|none|600px|Removing the StG magazine.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (4).jpg|thumb|none|600px|Reloading with another.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (5).jpg|thumb|none|600px|Tugging the upper sliding assembly back to charge the VG.]]&lt;br /&gt;
&lt;br /&gt;
==Hyde 1944 Carbine==&lt;br /&gt;
The [[Hyde 1944 Carbine]] was added in Season 1 as the &amp;quot;Cooper Carbine&amp;quot;. The game is unclear on what the Hyde's caliber is; by default the HUD claims it uses 7.92x33mm Kurz, but it also says this when using the magazine attachments that rechamber it in 9mm and .45 ACP - with the &amp;quot;.30 Carbine&amp;quot; attachment (the Hyde's actual caliber, and which the game claims as being larger than the default) the HUD claims it is chambered in 7.92x57mm. All the magazines are sized (front-to-back, at least) for .30 Carbine, and the weapon ejects bottlenecked rifle casings that don't match any of these.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;22&amp;quot; Cooper Custom&amp;quot; barrel appears to be taken from an [[M1 Carbine]], handguard and all; it is also mirrored, since the M1's now-functionless stub of an operating rod is on the left side. The &amp;quot;Cooper 45RS&amp;quot; and &amp;quot;Cooper Custom Padded&amp;quot; stocks are anachronistic wooden [[Heckler &amp;amp; Koch G3]] stocks, while the &amp;quot;Cooper 45W&amp;quot; stock is from a Mark 2 [[Bren]] (also mirrored, since what's left of the Bren's charging handle guide and sling swivel are on the left side); the &amp;quot;Ragdoll G45 Skeletal&amp;quot; and &amp;quot;Removed Stock&amp;quot; options are also of note, since (aside from the former being a literal aluminum crutch) they're mechanically impossible, due to the Hyde's recoil spring being inside the stock. Foregrips are also notably mounted on a large sheet-metal bracket attached to the front of the magazine well, rather than the handguard, seemingly so that their position will remain constant regardless of which barrel option is used.&lt;br /&gt;
[[File:Hyde 1944 Carbine.jpg|thumb|none|450px|Hyde 1944 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codvg-hyde-gunsmith.jpg|thumb|none|600px|The base Hyde 1944 in the Gunsmith.]]&lt;br /&gt;
[[File:VanguardCooper1.jpg|thumb|none|600px|Shooting the &amp;quot;Harvester&amp;quot; blueprint variant in Zombies.]]&lt;br /&gt;
[[File:VanguardCooper2.jpg|thumb|none|600px|Reloading a modified base &amp;quot;Cooper Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] rifle appears in the game. Unlike in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', the rounds left on the stripper clip when reloading are tracked properly, which applies to other stripper-clip loaded weapons too. The stripper clip is used with iron sights or other small scopes - larger sniper scopes use round-by-round reloads, as the chamber is blocked and stripper clips cannot be used. The &amp;quot;Krausnick IS98K&amp;quot; iron sight attachment gives the gun a [[Gewehr 98]] ''Lange Visier'' style of rear sight.&lt;br /&gt;
&lt;br /&gt;
A fictional 5-round detachable magazine (prior to Season 3, it used to hold 3 rounds) exists as the fast mag option- detachable magazines would never work with a Mauser rifle due to the design of the receiver rails and feed system. However, the extended magazine is real, based on the 20-rounder [[Gewehr 98]] trench magazine, but is incorrectly depicted as detachable.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV Kar 1.jpg|thumb|none|600px|Drawing the rifle.]]&lt;br /&gt;
[[File:CODV Kar 2.jpg|thumb|none|600px|Idle with the Kar98 rifle.]]&lt;br /&gt;
[[File:CODV Kar 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV Kar 4.jpg|thumb|none|600px|Working the bolt while aiming.]]&lt;br /&gt;
[[File:CODV Kar 5.jpg|thumb|none|600px|Reloading with a round left in the rifle results in your player character covering the breech to stop the round from being ejected. When performing an empty reload, the player character still does this, which should realistically result in there being a spent case at the bottom of the magazine, burned fingertips, and only 4 live rounds being loaded into the rifle.]]&lt;br /&gt;
[[File:CODV Kar 6.jpg|thumb|none|600px|Inserting shiny brass 7.92 Mauser rounds.]]&lt;br /&gt;
[[File:CODV Kar 7.jpg|thumb|none|600px|Although barely visible here, one round is left on the stripper clip.]]&lt;br /&gt;
[[File:CODV Kar 8.jpg|thumb|none|600px|Thanks to the shadows of Stalingrad, the full reload animation can barely be seen, however, all five rounds have been pushed into the rifle here.]]&lt;br /&gt;
[[File:CODV Kar 9.jpg|thumb|none|600px|The stripper clip flies off into the shadows as the bolt is pushed forward.]]&lt;br /&gt;
[[File:CODV Kar 10.jpg|thumb|none|600px|A small goof occurs when reloading with less than 5 rounds in reserve - four rounds are pushed into the rifle (which is all the player has available to them), but a fifth round remains on the stripper clip, visible in the player character's right hand.]]&lt;br /&gt;
[[File:Vanguardgermankar98kstalingrad.jpg|thumb|none|600px|A German soldier holds the rifle during the battle of Stalingrad.]]&lt;br /&gt;
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with S84/98 bayonet - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CodVanguard-KarBayonet.jpg|thumb|none|600px|Arthur Kingsley performs a bayonet charge with his captured Kar98k with the misplaced mounted bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Korovin AK-45==&lt;br /&gt;
The [[Korovin AK-45]] was added in Season 3 as the &amp;quot;Nikita AVT&amp;quot;. It can be rechambered in 7.62x54mmR, .30-06 or 6.5x50mmSR.&lt;br /&gt;
&lt;br /&gt;
[[File:Korovin AK-45.jpg|thumb|none|450px|Korovin AK-45 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk. I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk.I]] appears exclusively in the campaign and only feeds from a single 5-round clip rather than the usual 10 rounds from two clips. The rear sight is chopped off, so the top half is missing. The bolt is palmed, which was not a technique taught by the British for use on this rifle.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Codvanleeenfield1.jpg|thumb|none|600px|The Lee-Enfield in the hand of a British soldier as he hops off a tank in North Africa.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears as a marksman rifle. The mid-clip tactical reload features the player character retaining the half-spent clip in the rifle, but the chambered round is not shown ejecting as they pull back the op-rod/charging handle - instead, a fired casing is ejected instead, which is incorrect. Additionally, the clip release button (below the sight adjustment drum) is never used to release a partially-loaded clip. Unlike in ''Call of Duty: WWII'', this is not a &amp;quot;sticky&amp;quot; Garand, and thus does not need to have the bolt pushed or smacked back into battery after loading a new clip. &lt;br /&gt;
&lt;br /&gt;
Using either the &amp;quot;.30-06 12 Round Mags&amp;quot; or the &amp;quot;16 Round Drums&amp;quot; modifications makes the weapon resemble the T20E3 Garand, an experimental model designed to use detachable magazines. While the straight BAR magazine is real, the drum is not (and appears to be based on the equally fictional extended magazine for ''WWII'''s &amp;quot;Toggle-Action&amp;quot;). It can also be rechambered in .303 Enfield (still using en-bloc clips) or 6.5 Arisaka, using 16-round drum magazines of a slightly different design to the .30-06 ones. Formerly, a ping sound effect would still play when the weapon is empty with a magazine even though obviously no clip is ejected; this was patched in a later update. In Warzone all magazines have their capacity increased by four rounds.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Vanguard M1 Garand (1).jpg|thumb|none|600px|The model of the M1 rifle in Gunsmith.]]&lt;br /&gt;
[[File:CODV M1 Garand (1).jpg|thumb|none|600px|Kingsley with the Garand in Warzone.]]&lt;br /&gt;
[[File:CODV M1 Garand (2).jpg|thumb|none|600px|Aiming with the giant ghost ring rear sight, a common affliction with US service rifles in the series.]]&lt;br /&gt;
[[File:CODV M1 Garand (3).jpg|thumb|none|600px|Pinging out an empty clip.]]&lt;br /&gt;
[[File:CODV M1 Garand (4).jpg|thumb|none|600px|Manually removing it on the tactical reload.]]&lt;br /&gt;
[[File:CODV M1 Garand (5).jpg|thumb|none|600px|And in with a new one.]]&lt;br /&gt;
[[File:Vanguard Tactical Insertion.jpg|thumb|none|600px|The Tactical Insertion field upgrade's artwork, featuring an M1 next to some flares.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]&lt;br /&gt;
[[File:Vanguard M1D (1).jpg|thumb|none|600px|A pseudo M1D style sniper Garand.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06]]&lt;br /&gt;
[[File:Vanguard T20E2 (1).jpg|thumb|none|600px|The &amp;quot;.30-06 12 Round Mags&amp;quot; T20E2 Garand lookalike; the magazine is curiously larger than the higher-capacity magazines of the real weapon]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] was added into the game with Season 3 and appears as the &amp;quot;M1916&amp;quot;. Aside from 7.92x57mm, a fictional 6.5x50mm Arisaka chambering is available.&lt;br /&gt;
[[File:Mauser1916Selbstlader.jpg|thumb|none|450px|Mauser Selbstlader M1916 ''Fliegerkarabiner'' - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-SelbstladerG.jpg|thumb|none|600px|The &amp;quot;M1916&amp;quot; in the Gunsmith; note the somewhat shortened stock.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader1.jpg|thumb|none|600px|Holding the &amp;quot;M1916&amp;quot; at the Battle for the Reichstag.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader2.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader-3.jpg|thumb|none|600px|Beginning to reload the gun by moving the trigger guard assembly.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader4.jpg|thumb|none|600px|Getting rid of the empty magazine.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader5.jpg|thumb|none|600px|inserting a full magazine.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader6.jpg|thumb|none|600px|Charging the Mauser Selbstlader.]]&lt;br /&gt;
&lt;br /&gt;
==MBC-2==&lt;br /&gt;
The MBC-2, the 1952 prototype that would later become the [[VAHAN]], was added in Season 4 as the &amp;quot;Vargo-S&amp;quot;.&lt;br /&gt;
[[File:MBC-2.jpg|thumb|none|450px|MBC-2 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]] appears in the game as the &amp;quot;3-Line Rifle&amp;quot;. A scoped variant called &amp;quot;Requiem&amp;quot; is used by Polina Petrova as her main weapon of choice throughout the campaign, originally belonging to her father. The stripper clip is incorrectly knocked out of the weapon by the bolt- in reality, it would need to be removed by hand before operating the bolt closed. The striker does not fly forward when the trigger is pulled.&lt;br /&gt;
&lt;br /&gt;
A very anachronistic detachable magazine appears as the fast mag option for the Mosin; this originally held 3 rounds, despite being longer than the 5-round internal magazine. A version of this magazine with a larger floorplate (holding 5 rounds of .303 British) and a larger detachable magazine (holding 20 rounds of .30-06 Springfield) are also available; the former conversion is fictional, while the latter has at least some basis in reality (with the Bannerman company having converted some surplus US-made Mosins to this caliber in the 1920s for the American commercial market), though neither saw use in combat. Both are housed inside the shell of the old integral magazine, making it tricky to fit rounds into them, given the fact the detachable magazine is now narrower than the old one; this could conceivably explain the lower capacity in a longer magazine (as a single-stack magazine would hold fewer rounds for a given length than a double-stack one), were it not for the fact that a Mosin's magazine is already a single-stack, and couldn't really be made any narrower. Additionally, the magazine release the magazines is attached to the back of the magazine itself, rather than the magazine well; while such magazines do exist (e.g. on the [[MAS-49]]), the magazines shown in-game have no obvious way for the catch to interface with the rifle in any way.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin-Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODV Mosin 1.jpg|thumb|none|600px|Lieutenant Petrova aims with the Mosin in the trailer. Notice the offset 4-Power NTC Kogaku scope which in a continuity error was a PEM scope in the previous scene showing the first-person perspective.]]&lt;br /&gt;
[[File:CODV Mosin 2.jpg|thumb|none|600px|The Mosin rifle on the ground.]]&lt;br /&gt;
[[File:CODV Mosin 3.jpg|thumb|none|600px|Equipping the rifle.]]&lt;br /&gt;
[[File:CODV Mosin 4.jpg|thumb|none|600px|The second half of the draw animation.]]&lt;br /&gt;
[[File:CODV Mosin 5.jpg|thumb|none|600px|Overlooking a courtyard with the Mosin rifle.]]&lt;br /&gt;
[[File:CODV Mosin 6.jpg|thumb|none|600px|Dual-rendered scopes return from previous COD games, as Petrova aims at German soldiers. The scope itself is a PEM scope reusing the same reticle as the Kar98k's sniper scope from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' as a placeholder in the Stalingrad demo.]]&lt;br /&gt;
[[File:CODV Mosin 7.jpg|thumb|none|600px|Reloading round by round. Note that the bolt hasn't been rotated far enough to clear the receiver and instead clips through the right side of the receiver to be moved backwards. This does not happen during the cycling animation. Also the player character will always cover the ejection port when reloading, even if the rifle is empty.]]&lt;br /&gt;
[[File:Vanguardnuggetstalingrad1.jpg|thumb|none|600px|Reloading while scoped in. The ''Modern Warfare'' placeholder reticle seen in the demo was changed to a proper &amp;quot;German #1&amp;quot; in the beta and for some reason was changed to an erroneous fine cross reticle in the final game.]]&lt;br /&gt;
[[File:CodvanguardBETAnugget3p.jpg|thumb|none|600px|A strange visual glitch spotted during beta. While the third-person animations are very high quality, with features like the bolt dropping when shooting being depicted, the bolt assembly will magically hover when reloading. This could be an error due to the reload animation possibly being reused from the Kar98k in MW2019, and thus the position of the rifle body being in a slightly wrong location from the bolt and hands models.]]&lt;br /&gt;
[[File: VanguardM9130ProperBarrel(2021).jpeg|thumb|none|600px|Gunsmith view of the M1891/30 Mosin Nagant with no scope.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] was added in Season One under the name &amp;quot;Gorenko Anti-Tank Rifle&amp;quot;. It's fitted with a PEM scope by default (historically, PTRS rifles were rarely fitted with scopes, and only as a field-expedient modification for spotting, not as an actual means of aiming), and has a shortened barrel-like in ''Call of Duty: WWII'', alongside some fictional embellishments (a large cap fitted over the bottom of the magazine, and some seemingly-random pieces of sheet metal attached to the side of the trigger group and magazine, seemingly to &amp;quot;spruce up&amp;quot; the weapon's relatively flat left side). When (unrealistically) equipping it with a muzzle attachment, the device is somehow attached directly on top of the default muzzle, which would render most of them pointless since most of the propellant gases would escape out the sides of the brake before reaching the attachment (not to mention that the PTRS's extreme muzzle blast would likely destroy most of the small brakes and suppressors that can be fitted to it in-game anyway). Needless to say, this doesn't stop the suppressors from reducing its report to a kitten's sneeze in-game (though the sound report was appropriately updated in later patches).&lt;br /&gt;
&lt;br /&gt;
Strangely, none of the barrel attachments bring it up to its correct length; in fact, all of its optional barrels are either substantially shorter or roughly the same length, with the longest (the &amp;quot;420mm Empress&amp;quot;, which features a [[Lahti L-39]]-esque barrel shroud) only being a smidge longer than the default option. The shortest option, the &amp;quot;240mm ZAC Rapid&amp;quot;, also notably features a large, round shroud seemingly referenced from some sort of integral suppressor; it doesn't actually suppress gunfire, however (instead increasing handling and fire rate at the cost of accuracy and... handling), with the weapon's &amp;quot;stealth&amp;quot; option (which reduces muzzle flash and eliminates the pop-up skull icons that killed enemies' teammates would otherwise see) being the &amp;quot;400mm Kovalevskaya Wrap&amp;quot; barrel, quite literally just a shorter version of the default barrel wrapped in cloth. Among its several fictional stock options are the &amp;quot;ZAC Adjustable&amp;quot; (a [[Degtyaryov DT]] stock, with the adjustment notches rather inadvisably placed on the top for optimum face-sawing), and the &amp;quot;Anastasia Type 3B Stoyat&amp;quot; (seemingly taken from a Mark 1 [[Boys anti-tank rifle]]). The three fictional magazine options are all supposedly in &amp;quot;13mm AM&amp;quot; (which, judging by some of the other attachment descriptions, is apparently 13.2x92mm TuF); these are 7- and 10-round magazines (simply the base magazine elongated, with correspondingly larger en-bloc clips), and a 3-round detachable magazine somehow shoved straight through the standard one, with nothing but a new magazine cover to account for completely different feed system.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 - 14.5x114mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG Stgw 57==&lt;br /&gt;
A stylized [[SIG SG 510|SIG Stgw 57]] was added during Season 5 as the &amp;quot;Lienna 57&amp;quot;, under the light machine guns class.&lt;br /&gt;
[[File:SIG-StG-57.jpg|thumb|none|450px|SIG Stgw 57 - 7.5mm Swiss]]&lt;br /&gt;
[[File:CODVanguard-Stgw1.jpg|thumb|none|600px|Holding a &amp;quot;Lienna 57&amp;quot; in-game.]]&lt;br /&gt;
[[File:CODVanguard-Stgw2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODVanguard-Stgw3.jpg|thumb|none|600px|Grabbing the empty magazine...]]&lt;br /&gt;
[[File:CODVanguard-Stgw4.jpg|thumb|none|600px|...to throw it away.]]&lt;br /&gt;
[[File:CODVanguard-Stgw5.jpg|thumb|none|600px|About to smash in a full magazine.]]&lt;br /&gt;
[[File:CODVanguard-Stgw6.jpg|thumb|none|600px||Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] appears as the &amp;quot;STG44&amp;quot;. It is used anachronistically in the campaign levels set in Stalingrad in August 1942 when in reality it was first issued in late 1943. It also makes a bizarre appearance in weapon crates found in the Bougainville level set in the Pacific theater in 1943.&lt;br /&gt;
&lt;br /&gt;
There are several magazine modifications. The first is a 45-round drum, which appears to be a heavily modified MG42 drum rechambered for 7.92x33mm Kurz (which appears to be inspired by another Activision-published title, ''[[Wolfenstein]]''). The others all rechamber the weapon - either to &amp;quot;7.62 Gorenko&amp;quot; (7.65x25mm Tokarev) or to &amp;quot;.30 Russian Short&amp;quot; (7.62x39mm). The 7.65x25mm conversion can only use 30-round magazines, which are identical to the regular StG ones except for being shorter and straight, making them far too large for pistol-caliber rounds. The 7.62x39mm conversion can use both 20-round and 30-round magazines; the latter are identical to the 7.65x25mm ones, only with tape wrapped around them, while the 20-round ones are of an identical design, but much shorter. Both are too small to fit 7.62x39mm rounds, and both should be curved rather than straight, as 7.62x39mm rounds have a significant taper to them, giving their magazines a distinctive curve.&lt;br /&gt;
&lt;br /&gt;
The stock can be modified in a variety of ways; these include the option to remove it, or replace it with a &amp;quot;Krausnick S11S Folding&amp;quot; stock based on the Sport-Systeme Dittrich BD-44 folding stock. Both these modifications would be impossible in real life with a regular StG, as its stock contains the recoil spring. The &amp;quot;VDD 34S Weighted&amp;quot; stock is mechanically plausible, but appears to be inspired by the H&amp;amp;K PSG-1's stock (albeit made out of wood rather than plastic), which would be anachronistic by nearly thirty years.&lt;br /&gt;
&lt;br /&gt;
While the HUD states the proper 7.92x33mm chambering, the weapon can be seen ejecting 8mm Mauser casings.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codultimate1.jpg|thumb|none|600px|A customized Sturmgewehr 44 &amp;quot;blueprint&amp;quot; is available as part of the Task Force One pack included in the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:CODV stg 2.jpg|thumb|none|601px|Admiring a blue-striped wall with the Sturmgewehr.]]&lt;br /&gt;
[[File:CODV stg 3.jpg|thumb|none|601px|The StG-44's iron sights.]]&lt;br /&gt;
[[File:CODV stg 4.jpg|thumb|none|601px|Thumbing the StG's fire selector.]]&lt;br /&gt;
[[File:CODV stg 5.jpg|thumb|none|601px|Tactical reloads are done with two magazines in one hand, similar to ''Modern Warfare'''s style.]]&lt;br /&gt;
[[File:CODV stg 6.jpg|thumb|none|601px|Loading in a new 30-round magazine from empty.]]&lt;br /&gt;
[[File:CODV stg 7.jpg|thumb|none|601px|Charging the StG-44.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle returns from ''WWII'', and like the Fedorov Avtomat has a much higher rate of fire than before. It is anachronistically used in 1942 and is incorrectly depicted as being commonly used by Red Army troops at the Battle of Berlin; while the weapon existed at the time, it was only a prototype being tested in trials and was never actually adopted or issued.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 (Model 4) - 7.62x41mm M43]]&lt;br /&gt;
[[File:VanguardAS44StalingradPolina.jpg|thumb|none|600px|Polina reloads a customized AS-44 during the &amp;quot;Stalingrad&amp;quot; mission. Its appearance is anachronistic since the mission takes place in 1942.]]&lt;br /&gt;
[[File:Vanguardas44stalingradnormal1.jpg|thumb|none|600px|Initial equip animation with a standard AS-44 gives a good view of the right side of the gun.]]&lt;br /&gt;
[[File:CODV AS-44 (1).jpg|thumb|none|600px|The AS-44 in a Warzone pre-round.]]&lt;br /&gt;
[[File:CODV AS-44 (2).jpg|thumb|none|600px|Iron sights of the Sudayev.]]&lt;br /&gt;
[[File:CODV AS-44 (3).jpg|thumb|none|600px|Reloading the slabside magazine.]]&lt;br /&gt;
[[File:CODV AS-44 (4).jpg|thumb|none|600px|Right-handing the charging handle and bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] returns from ''WWII'', being used by Soviet soldiers and Partisans. It features a short &amp;quot;fast mag&amp;quot; and an extremely long, curved magazine seemingly inspired by 45-round AK magazines. A short barreled version also exists that reflects the short-barreled SKT40. Of interesting fact, the P/U scope in-game is labeled as the “SVT40 PU 3.5x” scope, a reference to the fact that the P/U scope was originally intended for the SVT-40 as a sniper rifle, but problems with zeroing the rifles led to the Soviets re-using the scopes and creating new mounts for the Mosin Nagant. Despite this, the gun uses the Mosin Nagant-style of scope mount instead of the original one made for the rifle.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:VanguardSVT40PolinaStalingrad.jpg|thumb|none|600px|Polina picks up an SVT-40 and performs an ammo check. While she does indeed find ammo, she doesn't find a functional extractor, since the chambered round stays in the chamber instead of moving with the bolt; this round appears to simply be part of the model, remaining there even when the gun runs dry.]]&lt;br /&gt;
[[File:CODV SVT-40 (1).jpg|thumb|none|600px|The Tokarev rifle in Warzone.]]&lt;br /&gt;
[[File:CODV SVT-40 (2).jpg|thumb|none|600px|Iron sights of the rifle.]]&lt;br /&gt;
[[File:CODV SVT-40 (3).jpg|thumb|none|600px|Reloading the box magazine from empty.]]&lt;br /&gt;
[[File:CODV SVT-40 (4).jpg|thumb|none|600px|Chambering the SVT-40.]]&lt;br /&gt;
[[File:VanguardSVT40PUScope(2021).jpeg|thumb|none|600px|Gunsmith view of the SVT-40 fitted with a PU Scope. Oddly, despite being explicitly referred to as the &amp;quot;SVT-40 PU&amp;quot; scope (even when mounted to other weapons), the scope is mounted using a Mosin-Nagant scope mount instead of the one meant for the SVT-40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk2==&lt;br /&gt;
The [[Bren Mk2]] appears in the game as a light machine gun. It has a much more accurate fire rate than in ''Call of Duty: WWII'', but with the rear sight incorrectly mounted on the barrel (or rather, not mounted, since it just floats in mid-air; this appears to be a bug). The player character also grips the gas tube, a sure-fire way to burn your hand. The fictional 100-round drum magazine from ''WWII'' also returns in Gunsmith as a possible magazine attachment for it, as opposed to the real-life pan for the MkI. 6.5x50mmSR Arisaka is an available ammo conversion, which is fictional. The magazines used to look like the ones used in the 7.92x57mm Mauser Bren guns.&lt;br /&gt;
&lt;br /&gt;
Arthur Kingsley starts off with one during the final mission during the Battle of Berlin, despite holding an MP40 in the cutscene before.&lt;br /&gt;
[[File:Bren mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:Vanguard Bren (1).jpg|thumb|none|600px|The Bren Mk.2 in the gunsmith preview. Note that the rear sight is correctly attached to the receiver here, suggesting that its in-game location is a bug.]]&lt;br /&gt;
[[File:CODV Bren (1).jpg|thumb|none|600px|Overlooking much of Caldera with the Bren gun.]]&lt;br /&gt;
[[File:CODV Bren (2).jpg|thumb|none|600px|The view through the Mk2 style sights.]]&lt;br /&gt;
[[File:CODV Bren (3).jpg|thumb|none|600px|Actuating the fire selector lever.]]&lt;br /&gt;
[[File:CODV Bren (4).jpg|thumb|none|600px|Pulling the bolt from empty - it isn't really visible though, since the Bren is kept shouldered.]]&lt;br /&gt;
[[File:CODV Bren (5).jpg|thumb|none|600px|Yanking out the Bren magazine.]]&lt;br /&gt;
[[File:CODV Bren (6).jpg|thumb|none|600px|Rocking in another one.]]&lt;br /&gt;
&lt;br /&gt;
===ZB vz. 26===&lt;br /&gt;
Equipping the &amp;quot;Queen's 775 Scepter&amp;quot; barrel, &amp;quot;6.5 Sakura 30 Rounds Mags&amp;quot;, and &amp;quot;Oak &amp;amp; Shield 12B&amp;quot; stock gives the Bren the general appearance of a [[ZB vz. 26]], just with the later Bren rear sight.&lt;br /&gt;
[[File:ZB-26.jpg|thumb|none|450px|ZB-26 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-BrenZB1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-BrenZB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] returns from ''WWII'', again named the &amp;quot;NZ-41&amp;quot; and classified as an assault rifle. As with ''WWII'', its model is mirrored and uses 10-round SMLE magazines by default, though this time they hold a ludicrous 30 rounds in gameplay (as compared to ''WWII'''s also-inaccurate 24). It can be modified with an extended Bren magazine. It can be rechambered in both 7.92x57mm Mauser and 6.5x50mm Arisaka rounds; the latter's magazine model is that of a 30-round Bren magazine, which ironically would be appropriate for the default model but not the rechambered one.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|none|450px|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Codvancharlton1.jpg|thumb|none|600px|Riggs fires his Charlton while fighting in North Africa.]]&lt;br /&gt;
[[File:Vanguard Charlton (1).jpg|thumb|none|600px|Viewing the model of the mirrored Charlton.]]&lt;br /&gt;
[[File:CODV Charlton (1).jpg|thumb|none|600px|Nikolai holds a Charlton contraption in Warzone, wondering why Sledgehammer insists on mirroring the ANZAC weapons.]]&lt;br /&gt;
[[File:CODV Charlton (2).jpg|thumb|none|600px|Aiming the Charlton.]]&lt;br /&gt;
[[File:CODV Charlton (3).jpg|thumb|none|600px|Removing Lee's detachable magazine - note the release is shown being used here, a nice detail.]]&lt;br /&gt;
[[File:CODV Charlton (4).jpg|thumb|none|600px|In with another - it appears to lack bullets, though.]]&lt;br /&gt;
[[File:CODV Charlton (5).jpg|thumb|none|600px|Working the mirrored Charlton action.]]&lt;br /&gt;
[[File: VanguardCharltonAR30roundmag(2021).jpeg|thumb|none|600px|Gunsmith view of the Charlton Automatic Rifle with a bipod and 30 round Bren magazine that holds 45 rounds of &amp;quot;6.5mm Sakura&amp;quot; (6.5x50mm Arisaka) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
A [[Degtyaryov DP-27]] with the pistol grip of the [[Degtyaryov DPM|DPM]] variant is indexed as the &amp;quot;DP27&amp;quot; in ''Vanguard''. It has a noticeably higher rate of fire than the real weapon, and the pan magazine holds 63 rounds (like on the tank-mounted DT variants) instead of 47. A proper 47 round pan magazine is available in the Gunsmith, although the magazine model will not reflect the real-world magazine.&lt;br /&gt;
&lt;br /&gt;
An upgraded pan magazine holds 105 rounds, while the 30 round &amp;quot;speed belt&amp;quot; (which unlike most &amp;quot;fast mag&amp;quot; capacity buffs after Season 3, machine guns are not affected) upgrade converts the weapon into effectively an [[Degtyaryov RP-46|RP-46]], which is anachronistic (although given later seasons in the game that add multiplayer maps that take place after 1946, it may not be), and also peculiar as a &amp;quot;speed&amp;quot; option, as a belt should take longer to reload then a magazine. With this upgrade, the chamber still has a round in it when reloading from empty. The player character holds the weapon with their fingers in the way of the bolt, which would be very painful in real life. Additionally, one of the stock options uses the stock of the [[PKM]], which is anachronistic by a few decades.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryev DP-27/28 - 7.62x54mm R]]&lt;br /&gt;
[[File:Dpm.jpg|thumb|none|450px|Degtyarev DPM - 7.62x54mm R]]&lt;br /&gt;
[[File:Vanguard DPM (1).jpg|thumb|none|600px|A preview of the Degtyaryev in the beta - note the missing heatshield and exposed recoil spring; the stock is still from the original DP-27/28 pattern.]]&lt;br /&gt;
[[File:CODV DP-27 (1).jpg|thumb|none|600px|Nikolai here again in Warzone, with the DP-27.]]&lt;br /&gt;
[[File:CODV DP-27 (2).jpg|thumb|none|600px|Aiming - the sights aren't really misaligned, they just have a high degree of sway on some weapons.]]&lt;br /&gt;
[[File:CODV DP-27 (3).jpg|thumb|none|600px|Releasing the pan magazine...]]&lt;br /&gt;
[[File:CODV DP-27 (4).jpg|thumb|none|600px|..and replacing it with another one.]]&lt;br /&gt;
[[File:CODV DP-27 (5).jpg|thumb|none|600px|When empty, the pan is popped off, then the bolt is run back.]]&lt;br /&gt;
[[File:CODV DP-27 (6).jpg|thumb|none|600px|The new magazine is loaded on top with the left hand.]]&lt;br /&gt;
[[File: VanguardProperDP27(2021).jpeg|thumb|none|600px|Gunsmith view of the DP-27/DPM hybrid with heat shield, bipod, and flash hider.]]&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|450px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/40 Automatic Rifle==&lt;br /&gt;
The [[Kg m/40 automatic rifle]] was added in Season Two, classified as an assault rifle.&lt;br /&gt;
[[File:Kgm40.jpg|thumb|none|450px|Kulsprutegevär m/1940 - 6.5×55mm Swedish]]&lt;br /&gt;
[[File:Codkgm40.jpg|thumb|none|600px|Promotional image of the Kg m/40.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] appears with a stylized and elongated handguard by default, and is classified as an assault rifle. The gun is select-fire in-game, but lacks the slow/fast auto settings of the real M1918A2 and is instead portrayed with a semi/full-auto selector, similarly to the original M1918 (though the full-auto mode in-game has the slow rate of fire as opposed to the M1918's fast one). The in-game model also has holes drilled into the trigger guard and a fictional box magazine in MP by default. It should be noted that in the single player, the BAR is fitted with the correct handguard and magazine model. Equipped the &amp;quot;8mm Klauser&amp;quot; magazine will give you the proper magazine model. Barrel attachments include the Colt R75A ribbed barrel and carry handle, but with the proper A2 handguard. The two curved magazine options are based off of the [[BAR#Kg m/21|Kg m/21]]'s 20-rounders and an experimental 40-round curved magazine made for AA purposes during WWI, respectively. Both are labeled as being in .50 BMG, a rather ludicrous choice - if nothing else, a .50 BMG round is over two inches longer than a .30-06 one, so a .50 BMG round wouldn't even be able to fit into the BAR's receiver without modifying it heavily enough to bring up some serious Ship of Theseus discussions.&lt;br /&gt;
&lt;br /&gt;
Anachronistic 10 round aftermarket magazines are available as the &amp;quot;20 round fast mags&amp;quot;; as the name would imply, these hold twice as many rounds as they ought to (prior to Season 3, it used to hold 12 rounds, still too many). The late-war carrying handle is anachronistic for most campaign missions the BAR appears in.&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:BARearlymodel.jpg|thumb|450px|none|M1918 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:Codvanbar1.jpg|thumb|none|600px|A soldier fires his BAR through some destroyed cover in the Champion Hill mode.]]&lt;br /&gt;
[[File:Vanguard BAR (1).jpg|thumb|none|600px|The BAR in the Gunsmith preview, with its unusual handguard, WWI-era wood stock, and stylized flat-bottomed magazine.]]&lt;br /&gt;
[[File:CODV BAR (1).jpg|thumb|none|600px|The BAR in Warzone deathmatch.]]&lt;br /&gt;
[[File:CODV BAR (2).jpg|thumb|none|600px|Aiming with its default WWII-era sights.]]&lt;br /&gt;
[[File:CODV BAR (3).jpg|thumb|none|600px|Reloading the BAR.]]&lt;br /&gt;
[[File:CODV BAR (4).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:VanguardM1918BARFaux2021.jpeg|thumb|none|600px|A faux build of an M1918 BAR, fitted with A2-style handguard and R75A-esque finned barrel, but World War I-era wood stock and iron sights. Unlike previous Call of Duty games, rear iron sight notches can be switched out and changed in the Gunsmith. The WWI-style of sights is an unlock.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1917==&lt;br /&gt;
The [[Colt 1895 Automatic Machine Gun|Marlin Model 1917]] was added in Season 2 as a fictional handheld version known as the &amp;quot;Whitley&amp;quot;. As with the BAR, a fictional (and ridiculous) &amp;quot;.50 BMG&amp;quot; conversion is available as well as a conversion to .303 British (which did exist).&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin M1917.jpg|thumb|none|450px|Marlin Model 1917 - .30-06 Springfield]]&lt;br /&gt;
[[File:Codwhitley1.jpeg|thumb|none|600px|Promotional image of the &amp;quot;Whitley&amp;quot;. It has a side grip to help stabilize the weapon and feeds from a smaller belt-box or drum.]]&lt;br /&gt;
[[File:Codvg-marlin-gunsmith.jpg|thumb|none|600px|The base Marlin M1897 in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==MAS AA-52==&lt;br /&gt;
The [[MAS AA-52]] was added in Season 4 as the &amp;quot;UGM-8&amp;quot;.&lt;br /&gt;
[[File:AA52.jpg|thumb|none|450px|MAS AA-52 GPMG - 7.5x54mm French]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] returns from ''WWII'' with a much more accurate rate of fire. The drum holds a correct 50 rounds in the campaign, but an incorrect 125 in multiplayer. Originally in the beta, the gun had its flash hider removed and this can still be seen in single-player cutscenes. Upon release, however, the flash hider was added back onto the gun and won’t be replaced unless a muzzle attachment is swapped out. The belt links are incorrectly depicted as disintegrating. Like the DP-27, the fast mag option adds a belt of 50 rounds, which would more than likely take longer to reload than the drum in real life. The MG42 can be rechambered for 6.5x50mm Arisaka rounds or even more ludicrously, 13.2x92mm TuF. A square belt box appears as an extended option, this box is anachronistic, borrowed from the post-war [[MG3]]. The &amp;quot;VDD 680mm 31M&amp;quot; barrel attachment makes the weapon resemble the [[Talk:MG34|Rheinmetall MG 39 Rh]].&lt;br /&gt;
&lt;br /&gt;
In the campaign, the MG42 is used extensively, both in man-portable form by &amp;quot;Jagermorders&amp;quot; or German heavy soldiers, and mounted on vehicles and emplacements. It also makes a bizarre appearance in the Bougainville mission set in the Pacific theater, used in Japanese positions, and Wade Jackson even uses a modified one to clear a Japanese airfield.&lt;br /&gt;
&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV MG42 1.jpg|thumb|none|600px|MG42 with drum magazine, used by a German soldier. Interestingly, it appears that after the recycling of the venerable ''Black Ops III'' model (which itself is from ''World at War'') up to ''Cold War'', the MG 42 finally [https://www.artstation.com/artwork/yJRmo5 gets] a brand new model.]]&lt;br /&gt;
[[File:Codvanmg42b5n1.jpg|thumb|none|600px|Sgt. James &amp;quot;Booker&amp;quot; Washington prepares to give Wade a custom MG42, modified to resemble an anti-air/aircraft-mounted gun.]]&lt;br /&gt;
[[File:Codvanmg42b5n2.jpg|thumb|none|600px|Wade fires the custom MG42 to clear the airfield before escaping in the captured plane. In classic FPS fashion, the drum holds infinite ammo throughout this sequence. A more accurate choice would be the [[MG15]] machine gun, which the Japanese copied as the Type 98.]]&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CodVanguard-MG42-RHBarrel.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-MG42-RHBarrel2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 11==&lt;br /&gt;
The [[Type 11 light machine gun]] is available. It reloads in a very similar manner to ''[[Battlefield V]]'''s default Type 11; the hopper is removed and exchanged for a new one, or a clip is simply inserted if one is expended (though the clip-based reload is only used if the number of missing rounds is a multiple of 5, likely to ensure that reloads will always top off the hopper completely. One upgrade is a completely fictional [[ZB-26]]-style straight magazine holding 20 rounds; fictional drum magazines are also available.&lt;br /&gt;
Despite being a Japanese machine gun, the Type 11 is inexplicably found in the opening mission &amp;quot;Phoenix&amp;quot;, set in Germany.&lt;br /&gt;
[[File:Type 11 LMG bipod and sling.jpg|thumb|none|450px|Type 11 light machine gun with bipod/sling - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File: VanguardType11(2021).jpeg|thumb|none|600px|Gunsmith view of the Type 11 light machine gun fitted with a bipod.]]&lt;br /&gt;
[[File:Vanguard Jammer.jpg|thumb|none|600px|The Jammer field upgrade's artwork, featuring a Type 11 somewhat inexplicably placed next to a radio jammer with English markings and what appears to be an also-English Pattern 1907 bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Type 91===&lt;br /&gt;
Removing the stock turns the Type 11 into a Type 91, vehicle-mounted version.&lt;br /&gt;
[[File:Type91-tank-mounted.jpg|thumb|none|450px|Type 91 Light Machine Gun in tank mount - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:CoDVanguard-Type11-NoStock1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
A man-portable depiction of the [[Vickers|Vickers Mk. I]] is available in the game as a killstreak called the &amp;quot;Deathmachine&amp;quot; (or &amp;quot;Frankengun&amp;quot; during the Alpha). It has 100 rounds, which are explosive, as well as unusable AA sights. One of the voice lines when deploying it yells &amp;quot;Spinning up Deathmachine!&amp;quot; implying that the developers believe that the Vickers is some form of Gatling gun, not unlike the [[M134]] used in previous games in the franchise. When the weapon is empty, the ammo crate is still modeled with rounds in it.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:Vanguard Deathmachine.jpg|thumb|none|600px|The Deathmachine's killstreak artwork. Note how it lacks the Vickers's distinctive swinging charging handle; instead, it has what appears to be a [[Browning M1917]]'s charging handle mounted on the left side of the receiver.]]&lt;br /&gt;
[[File:Codvanvickers1.jpg|thumb|none|600px|Riggs hefts the Vickers gun. The depiction sports a chainsaw grip and belt box, similar to the [[MG08/15]] in ''[[Battlefield 1]]''.]]&lt;br /&gt;
[[File:Codvanvickers2.jpg|thumb|none|600px|Wreaking havoc with the Vickers and its explosive ammo.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade]] is used by Kingsley to disable a naval gun in the Merville Gun Battery mission. This is a reference to the fact that the British paratroopers in the actual operation lacked sappers and proper explosives and resorted to using whatever was available such as Gammon bombs' plastic explosive for the task. It is also available in multiplayer as the &amp;quot;Thermite&amp;quot;.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|200px|AN/M14 incendiary grenade. This is a pre-1987 example with the old color scheme (gray body with purple markings), modern examples have a red body with black markings.]]&lt;br /&gt;
[[File:CoDVanguard-Thermite1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Thermite2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
A Bangalore Torpedo is used by Kingsley to destroy a naval gun in the Merville Gun Battery mission. This is a reference to the fact that the British paratroopers in the actual operation lacked sappers and proper explosives and resorted to using whatever was available such as Gammon bombs' plastic explosive for the task.&lt;br /&gt;
[[Image:Bangalore-Box-2.jpg|thumb|none|400px|Crate containing M1A1 Bangalore Torpedoes.]]&lt;br /&gt;
[[File:CoDVanguard-Bangalore1.jpg|thumb|none|600px|Kingsley feeding a Bangalore to the 15 cm TbtsK C/36 naval gun when realistically it should have been a Gammon bomb and a Skoda houfnice vz. 14/19 respectively.]]&lt;br /&gt;
[[File:CoDVanguard-Bangalore2.jpg|thumb|none|600px|Igniting the fuse.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
Several [[F-1 hand grenade]]s can be seen hanging on Soviet soldiers' uniforms.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDVanguard-F1Grenade1.jpg|thumb|none|600px|Red Army soldier with F-1 grenades in the Stalingrad mission.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by Evans to neutralize a German naval gun crew in Operation Tonga. While featuring a new and appropriate yellow model unlike the faux white one from ''Call of Duty: WWII'', it appears that the additional pseudo German version from WWII is also reused in the campaign. It is also featured in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|200px|M18 smoke grenade - Yellow.]]&lt;br /&gt;
[[File:CoDVanguard-Smoke1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Smoke2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured as a component of the fictional trophy system which was be added with Season Three. Its appearance in WWII is heavily anachronistic as it was developed in the 50s, adopted by the US military in 1960 and saw first combat usage in 1966 during the Vietnam War.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are carried by British paratroopers in the reveal trailer. They also appear in artwork for the Warmachine field upgrade.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Vanguard Warmachine.jpg|thumb|none|600px|The Warmachine's artwork, featuring Mills Bombs behind the 2-inch mortar rounds.]]&lt;br /&gt;
[[File:CoDVanguard-MillsUniform.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Grenade==&lt;br /&gt;
American [[Mk 2 hand grenade]]s are used by US forces during the campaign. It is also the standard grenade in multiplayer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:VanguardMPMK2Grenade1.jpg|thumb|none|600px|The Mk 2 in the MP grenade-selection menu.]]&lt;br /&gt;
[[File:Vanguard Armor Plates.jpg|thumb|none|600px|The Armor Plates field upgrade's artwork features 3 Mk 2 grenades prominently.]]&lt;br /&gt;
[[File:VanguardMK2type41.jpg|thumb|none|600px|Wade places a Mk 2 grenade on a Type 41 gun to disable it although the lever has not been removed.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. V CN Gas Grenade==&lt;br /&gt;
The [[Mk.V CN Gas Grenade]] appears as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk. V CN Gas Grenade]]&lt;br /&gt;
[[File:Vanguard Mk V.jpg|thumb|none|600px|The Mk. V in the grenade selection menu; note how it is incorrectly shown as impact-detonated and features a small metal square on the body that serves no obvious purpose.]]&lt;br /&gt;
[[File:CoDVanguard-GasGrenade.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
[[Model 24 Stielhandgranate]]s can be used in the campaign, called &amp;quot;Model 24 Hand Grenade&amp;quot;. It is also carried by Nazi zombies.&lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Nebelhandgranate 39==&lt;br /&gt;
The multyplayer character Constanze carries a bag full of [[Nebelhandgranate 39]] smoke grenades.&lt;br /&gt;
[[Image:M39Smoke.jpg|thumb|none|400px|Nebelhandgranate 39]]&lt;br /&gt;
[[File:CoDVanguard-Nebelgranate1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Nebelgranate2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 Mk. I==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade|No. 69 Mk. 1]] returns from ''WWII'', once again incorrectly depicted as a stun grenade. It is also incorrectly used by the Germans in the Hamburg mission. The multiplayer characters throw it using only one hand in a rather tactical and too modern manner for the setting due to reusing ''Modern Warfare'' mechanics.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 Mk. 1 High-Explosive hand grenade.]]&lt;br /&gt;
[[File:Vanguard No 69.jpg|thumb|none|600px|The No. 69 Mk. 1 in the multiplayer grenade-selection menu; apparently unsatisfied with just one impact-detonated British hand grenade, Sledgehammer decided to add another and completely ignore how it actually works.]]&lt;br /&gt;
[[File:CoDVanguard-No69-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-No69-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 Mk. I S.T. Grenade==&lt;br /&gt;
The British [[No 74 ST Grenade|No. 74 S.T. Grenade]] is available via Season 2.&lt;br /&gt;
[[file:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 774 Mk. I Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDVanguard-No74-1.jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
[[File:CoDVanguard-No74-2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 77 Mk. I Grenade==&lt;br /&gt;
The [[No. 77 Smoke Grenade]] Mk. I is notably used by the British paratroopers to flush out a German bunker in Operation Tonga. It was also added to multiplayer with Season One as the &amp;quot;Incendiary Grenade&amp;quot;.&lt;br /&gt;
[[Image:No77Mk1can.jpg|thumb|none|180px|No. 77, W.P. Mk. 1 Incendiary Smoke hand grenade.]]&lt;br /&gt;
[[File:CoDVanguard-No77-1.jpg|thumb|none|600px|Priming an &amp;quot;Incendiary Grenade&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-No77-2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 &amp;quot;Gammon Bomb&amp;quot;==&lt;br /&gt;
The [[Gammon Grenade|No. 82 Gammon Bomb]] appeared as the &amp;quot;Impact Grenade&amp;quot; in the Alpha; the release build of the game changed this to &amp;quot;Gammon Bomb&amp;quot;.&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|No. 82 Gammon Grenade]]&lt;br /&gt;
[[File:Vanguard Gammon.jpg|thumb|none|600px|The Gammon in the multiplayer grenade selection menu; unlike the one in the reference image, the in-game Gammon's bag is completely full.]]&lt;br /&gt;
[[File:CoDVanguard-Gammon1.jpg|thumb|none|600px|Priming a &amp;quot;Gammon Bomb&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-Gammon2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:CoDVanguard-GammonWebb.jpg|thumb|none|600px|Arthur takes a look at Webb's attached Gammon Bombs.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
Some [[RGD-33 stick grenade]]s are also seen carried by Soviet soldiers during the campaign. They are also part of Polina's multiplayer outfits. &lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CoDVanguard-RGD1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-RGD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-RGD3.jpg|thumb|none|600px|Two RGDs on Polina's &amp;quot;WInter Siege&amp;quot; outfit.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-40 anti-tank grenade==&lt;br /&gt;
An [[RPG-40 anti-tank grenade]] is seen tucked on Polina Petrova's belt.&lt;br /&gt;
[[File:RPG-40ATGrenade.jpg|thumb|none|350px|Soviet RPG-40 anti-tank grenade]]&lt;br /&gt;
[[File:CoDVanguard-RPGAT1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] returns as the &amp;quot;S-Mine 44&amp;quot; (being generically referred to as the &amp;quot;Proximity Mine&amp;quot; in the Alpha); gameplay-wise, it is analogous to the [[M18 Claymore]] from the series' more modern entries, with an incorrect proximity fuze instead of the real mine's pressure-based fuze.&lt;br /&gt;
[[File:SMine35.jpg|thumb|none|400px|S-Mine 35. Note the fuze is in the center of the mine body; the later S-Mine 44's fuze was instead offset.]]&lt;br /&gt;
[[File:CoDVanguard-S-Mine1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Vanguard S-Mine.jpg|thumb|none|600px|The S-Mine in the multiplayer grenade/equipment menu; note the offset fuze.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Hand Grenade==&lt;br /&gt;
The [[Type 97 hand grenade]] can be used during the Pacific single-player campaign.&lt;br /&gt;
[[Image:Japanese-type97-grenade.jpg|thumb|none|180px|Type 97 hand grenade]]&lt;br /&gt;
[[File:VanguardType97Grenade1.jpg|thumb|none|600px|A Japanese soldier with the grenade in his webbing, which seems to be missing its horizontal grooves. For the same reason as the Japanese using STG44s, he is equipped with a Becker shotgun.]]&lt;br /&gt;
[[File:VanguardTyp974.jpg|thumb|none|600px|A box full of grenades.]]&lt;br /&gt;
[[File:VanguardType973.jpg|thumb|none|600px|Pulling the pin on the Type 97.]]&lt;br /&gt;
[[File:CoDVanguard-Typ97-1.jpg|thumb|none|600px|Holding the readied Type 97.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The German [[Flammenwerfer 35]] is available as part of the &amp;quot;Flamenaut&amp;quot; streak, which also includes a heavy armored suit like the &amp;quot;Flame Trooper&amp;quot; from ''[[Battlefield 1]]''. This suit obscures your vision but gives you much more health.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|300px|Flammenwerfer 35 flamethrower]]&lt;br /&gt;
[[File:Vanguard Flamenaut.jpg|thumb|none|600px|The Flamenaut killstreak's artwork; note how the suit comes with what appears to be an anachronistic Soviet GP-5 gas mask.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] is exclusive to the campaign; it is used by an American soldier during the Pacific segment, and is later taken and used by Wade Jackson to burn out Japanese positions. An unusable M2 Flamethrower is also seen on a table in the buy round of the &amp;quot;Champion Hill&amp;quot; multiplayer mode.&lt;br /&gt;
[[File:M2-2FlameAth.jpg|thumb|none|300px|M2-2 flamethrower]]&lt;br /&gt;
[[File:VanguardFlamethrowerLewis1.jpg|thumb|none|600px|Lewis Howard lights up a Japanese position with his M2.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Bomb Thrower, 2 inch, Mk I==&lt;br /&gt;
The [[Ordnance SBML 2 inch Mortar|Bomb Thrower, 2 inch, Mk I]] appears as the &amp;quot;MK11 Launcher&amp;quot;. The &amp;quot;Warmachine&amp;quot; killstreak is a fictional version of it that somehow fires in semi-auto and feeds from a drum magazine reminiscent of the [[AGS-17 Plamya]]'s belt box.&lt;br /&gt;
[[File:2 inch Smoke Mortar.jpg|thumb|none|400px|Bomb Thrower, 2 inch, Mk I (UK) / 2 inch Mortar M3 (US) - 50.8mm smoke bomb]]&lt;br /&gt;
[[File:Codvg-mk11-gunsmith.jpg|thumb|none|600px|The regular &amp;quot;MK11 Launcher&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:Vanguard Warmachine.jpg|thumb|none|600px|The Warmachine, in all of its functionally-nonsensical glory. Note that the drum magazine which supposedly should contain the 2 inch mortar rounds seen next to it actually seems too narrow to be able to fit them.]]&lt;br /&gt;
[[File:Codvg-mk11-idle.jpg|thumb|none|600px|The regular &amp;quot;MK11 Launcher&amp;quot; held in first person on a Hawaiian beach.]]&lt;br /&gt;
[[File:Codvg-warmachine-idle.jpg|thumb|none|600px|Ditto for the &amp;quot;Warmachine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] is the first launcher available. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|400px|M1 Bazooka - 2.36 inch]]&lt;br /&gt;
[[File:Vanguard M1 Bazooka (1).jpg|thumb|none|600px|The Bazooka in the loadout selection preview.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] appears as a usable weapon. Contrary to its single-shot nature in real life, it is erroneously depicted as being reloadable like the Panzerfaust 150, which started development in early 1945, though its in-game description stills call it a &amp;quot;disposable launcher&amp;quot;.&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust 60 - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:Codvg-panzerfaust-gunsmith.jpg|thumb|none|600px|The Panzerfaust in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears in the game. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:Vanguard Panzerschreck (1).jpg|thumb|none|600px|The Panzerschreck in the beta Gunsmith.]]&lt;br /&gt;
[[File:CoDVanguard-PanzerschreckF.jpg|thumb|none|600px|A ''Fallschirmjäger'' holds his Panzerschreck as he noticed the thrown grenade among 88mm rockets in front of the heavy armory.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. V Signal Pistol==&lt;br /&gt;
The [[Webley &amp;amp; Scott No.1 Mk. V Signal Pistol]] is used several times in key moments throughout the campaign. It is incorrectly depicted as double-action-only.&lt;br /&gt;
[[Image:British-No1-MkV-Flare.jpg|thumb|none|300px|No. 1 Mk. V Signal Pistol - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==1.1-Inch/75 Caliber Naval Gun==&lt;br /&gt;
The USS Enterprise (CV-6) aircraft carrier has several [[1.1-Inch/75 Caliber Naval Gun]]s.&lt;br /&gt;
[[File:28 mm AA gun.jpg|thumb|none|400px|1.1-Inch/75 Caliber Naval Gun &amp;quot;Chicago piano&amp;quot; quad mount aboard the USS ''Pennsylvania'' - 28x199mm]]&lt;br /&gt;
[[File:CoDVanguard-75caliber1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 cm FlaK 38==&lt;br /&gt;
Several [[2 cm FlaK 38]] anti-aircraft guns can be seen outside the multiplayer maps &amp;quot;Dome&amp;quot; and &amp;quot;Hotel Royal&amp;quot;.&lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|400px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:CoDVanguard-Flak38-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak38-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 cm KwK 30==&lt;br /&gt;
Steiner's Sd.Kfz. 231 armored car is equipped with a [[2 cm FlaK 30|2 cm ''Kampfwagenkanone'' 30]].&lt;br /&gt;
[[Image:KwK30mountedon222.jpg|thumb|none|450px|Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB]]&lt;br /&gt;
[[File:CoDVanguard-KwK1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 Inch Mk. VIII Mortar==&lt;br /&gt;
The Mk VIII. 2&amp;quot; Mortar is strapped to the backpacks of some of the British paratroopers in the Tonga mission.&lt;br /&gt;
[[File:CoDVanguard-MkMortar1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==20 mm Oerlikon Cannon==&lt;br /&gt;
Many [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s are mounted on the USS ''Enterprise'' (CV-6) aircraft carrier and USS ''Texas'' (BB-35) battleship.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon3.jpg|thumb|none|600px|Two Cannon onboard the USS ''Texas''.]]&lt;br /&gt;
&lt;br /&gt;
==3 Inch/50 Mark 2 Model 4==&lt;br /&gt;
The stranded American navy cargo ship has several [[3-Inch/50 Caliber Naval Gun]] Mark 2 Model 4 deck guns. Some of these guns are also mounted on the USS ''Texas''.&lt;br /&gt;
[[File:3Inch50Calibergun.jpg|thumb|none|400px|3 Inch 50 Caliber Anti-Aircraft Gun Display at Chengkungling History Museum, China.]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
A German Stuka dive bomber in the trailer can be seen with two [[Rheinmetall Bordkanone 3.7]]. In the final level, gun pods not yet mounted on planes can be seen in the airbase.&lt;br /&gt;
[[File:Bordkanone 3,7.jpg|thumb|none|400px|Bordkanone 3,7 (BK 3,7) (&amp;quot;on-board cannon 3.7&amp;quot;) - 37mm]]&lt;br /&gt;
[[File:Codvanstuka1.jpg|thumb|none|600px|A Stuka flies overhead, revealing its cannon pods. The lack of dive brakes indicates that this is a Ju 87G-1 variant; these variants of the Stuka would only see production at some point after January 1943, making it anachronistic to the Stalingrad setting as depicted in the gameplay reveal.]]&lt;br /&gt;
[[File:CoDVanguard-Bordkanone1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm-FlaK 43==&lt;br /&gt;
The Type VII U-boat at the end of the mission &amp;quot;Phoenix&amp;quot; has a mounted [[3.7 cm Flak 18/36/37/43|3.7-cm-FlaK 43]] AA-gun.&lt;br /&gt;
[[File:3.7 cm Flak 36-37.jpg|thumb|none|400px|3.7 cm Flak 18/36/37/43 - 37 × 263B]]&lt;br /&gt;
[[File:CoDVanguard-UFlak1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==40 mm Bofors==&lt;br /&gt;
Several [[Bofors 40mm]] AA guns are seen on the map &amp;quot;USS ''Texas'' 1945&amp;quot;.&lt;br /&gt;
[[Image:Bofors40Quad.jpg|thumb|none|400px|Bofors 40mm L/60 quad mounting - 40x311mmR]]&lt;br /&gt;
[[File:CoDVanguard-TexasBofors1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==5 cm Pak 38==&lt;br /&gt;
Four [[5 cm Pak 38]] Anti Tank guns can be seen outside the multiplayer map &amp;quot;Red Star&amp;quot;. Several Pak 38 are also seen in the single-player missions &amp;quot;Lady Nightingale&amp;quot; and &amp;quot;Fourth Reich&amp;quot;.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDVanguard-Pak1.jpg|thumb|none|600px|One of three Paks on the map &amp;quot;Red Star&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-Pak2.jpg|thumb|none|600px|Arthur Kingsley looks at a Pak inside the Berlin U-Bahn.]]&lt;br /&gt;
[[File:CoDVanguard-Pak3.jpg|thumb|none|600px|Another gun stationied in a park.]]&lt;br /&gt;
&lt;br /&gt;
==5-Inch/38 Caliber Naval Gun==&lt;br /&gt;
Some Mark 12 [[5-Inch/38 Caliber Naval Gun]]s are also mounted on the USS ''Enterprise'' (CV-6) aircraft carrier.&lt;br /&gt;
[[File:5-inch nawal.jpg|thumb|none|400px|5-Inch/38 Naval Single Open Mount - 127×680mmR]]&lt;br /&gt;
[[File:CoDVanguard-38caliber1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-38caliber2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8 cm Granatwerfer 34==&lt;br /&gt;
During the mission &amp;quot;Battle of El Alamein&amp;quot;, Lucas encounters three [[Granatwerfer 34 Mortar]]s.&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)]]&lt;br /&gt;
[[File:CoDVanguard-GrW1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GrW2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Flak 18==&lt;br /&gt;
Various [[8.8 cm Flak 18/36/37/41|Flak 18]] AA cannons can be seen throughout the campaign and on multiplayer maps.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[File:CoDVanguard-Flak1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm SK C/35 Naval Gun==&lt;br /&gt;
The Type VII U-boat in the mission &amp;quot;Phoenix&amp;quot; is also armed with an [[8.8 cm SK C/35 Naval Gun]].&lt;br /&gt;
[[File:8.8 cm SK C-35 Naval Gun.jpg|thumb|none|400px|8.8 cm SK C/35 Naval Gun - 88mm]]&lt;br /&gt;
[[File:CoDVanguard-DeckGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==14-Inch/45 Caliber Naval Gun==&lt;br /&gt;
The main armament of the USS ''Texas'' are ten [[14-Inch/45 Caliber Naval Gun]] mounted in five turrets.&lt;br /&gt;
[[File:14-Inch-45 Caliber Naval Gun.jpg|thumb|none|400px|14-Inch/45 Caliber Naval Gun - 356mm]]&lt;br /&gt;
[[File:CoDVanguard-Texas14Gun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sFH 18==&lt;br /&gt;
A German ''[[15 cm schwere Feldhaubitze 18]]'' is seen on the multyplayer map &amp;quot;Berlin&amp;quot;.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|Schwere Feldhaubitzen 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[File:CoDVanguard-sFH1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-sFH2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
German [[15 cm TbtsK C/36]] Naval Gun are destroyed by the British paratroopers during the Merville Gun Battery mission. However, this is inaccurate since there were no such guns nor Regelbau M272 casemates as depicted in-game. The actual guns at Merville were old Skoda houfnice vz. 14/19.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm Torpedoboots-Kanone C/36 naval gun in a Regelbau M272 casemate at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
[[File:CoDVanguard-TbtsK1.jpg|thumb|none|600px|Arthur takes a look at this &amp;quot;125mm gun&amp;quot;.]]&lt;br /&gt;
[[File:Vanguardnavalbattery1.jpg|thumb|none|600px|Rear of the gun.]]&lt;br /&gt;
[[File:Vanguardnavalbattery3.jpg|thumb|none|600px|Kingsley opening the breach. Note his partner incorrectly refers to it as a 125mm gun.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is seen mounted in British Crusader Tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-Besa1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
A British BL 4.5-inch medium field gun is seen on a promotional picture for the &amp;quot;Caldera&amp;quot; Warzone map.&lt;br /&gt;
[[File:CoDVanguard-BLGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 38==&lt;br /&gt;
Some Italian Carro Armato M13/40 Tanks on the multiplayer map &amp;quot;Desert Siege&amp;quot; are equipped with hull-mounted [[Breda Modello 38]] machine guns.&lt;br /&gt;
[[File:Breda38.jpg|thumb|none|400px|Breda Modello 38 tank mounted machine gun - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CoDVanguard-BredaTank1.jpg|thumb|none|600px|Note the white kangaroo which is painted on the turret. This is a sign for a captured M13/40 tank captured by the British in 1941 and then used by the Australian 6th Cavalry Brigade.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
M4 Sherman tanks have hull-mounted [[Browning M1919A4]] machine guns.&lt;br /&gt;
[[Image:M1919A4 pintle.jpg|thumb|400px|none|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
[[Browning M2]] machine guns appear multiple times throughout the trailer, on Douglas SBD Dauntless dive bombers and a Sherman tank in the Pacific. It is also mounted on the B-25 Mitchell bomber in Warzone.&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:Codvanbrowning1.jpg|thumb|none|600px|Mateo Hernandez fires his twin Browning M2 machine guns at attacking Zero fighters.]]&lt;br /&gt;
[[File:VanguardM2tailgunner1.jpg|thumb|none|600px|Giving the Zero pilots a mean-mugging.]]&lt;br /&gt;
&lt;br /&gt;
==Cannone da 47/32 M35==&lt;br /&gt;
The main armament of the Italian M13/40 tank is a [[Cannone da 47/32 M35]].&lt;br /&gt;
[[File:Cannone da 47 32.jpg|thumb|none|350px|Cannone da 47/32 M35 - 47mm]]&lt;br /&gt;
[[File:CoDVanguard-TankCannone1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 medium tanks have hull-mounted [[Degtyaryov DT]] machine guns. Some of these late war tanks are seen during the Stalingrad single-player campaign. It is worth mentioning that this model is anachronistic for the Stalingrad scenario; the earlier T-34/76 would be more correct.&lt;br /&gt;
[[Image:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mm R]]&lt;br /&gt;
[[File:CoDVanguard-DT1.jpg|thumb|none|600px|A hull-mounted Degtyaryov DT on a T-34/85 stopped in front of the blocked Moltke Bridge in Berlin.]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
An [[MG13]] machine gun is mounted on an Sd.Kfz. 231 armored car in the reveal trailer.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Dreyse MG13 - 7.92x57 Mauser]]&lt;br /&gt;
[[File:CoDVanguard-SdKfz-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 15==&lt;br /&gt;
At Tempelhof airport in &amp;quot;Fourth Reich&amp;quot;, Ju 87 dive bombers can be seen armed with rear-mounted [[MG15]]s.&lt;br /&gt;
[[File:MG15.jpg|thumb|none|400px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MG15-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-MG15-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 17==&lt;br /&gt;
During a cutscene of &amp;quot;Rats of Tobruk&amp;quot;, a wing-mounted [[MG17]] of a Stuka is seen.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG15 with 75-round double drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MG17-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MGPanzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-MGPanzer2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 81==&lt;br /&gt;
The [[MG81]] is mounted in the nose of Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:Mg81-2.jpg|thumb|none|400px|MG 81 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG 131==&lt;br /&gt;
The [[MG131]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
&lt;br /&gt;
==MG 151==&lt;br /&gt;
The [[MG 151 cannon]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:MG-151.jpg|thumb|none|400px|MG 151/20 Cannon - 20x82mm]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1885==&lt;br /&gt;
The same scoped [[Winchester 1885 High Wall|Winchester Model 1885]] from ''Advanced Warfare'' is seen hanging on a wall inside a hut on the multiplayer map &amp;quot;Demyansk&amp;quot;.&lt;br /&gt;
[[File:Winchester Model 1885.jpg|thumb|400px|none|Winchester Model 1885 - .45-70]]&lt;br /&gt;
[[File:CoDVanguard-DemyanskRifle1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-DemyanskRifle2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Shpitalny-Komaritski ShKAS==&lt;br /&gt;
A Soviet Ilyushin Il-4 twin-engined long-range bomber with a nose-mounted [[Shpitalny-Komaritski ShKAS]] is seen as the Firebombing Run killstreak &lt;br /&gt;
[[File:ShKAS.jpg|thumb|none|400px|Shpitalny-Komaritski ShKAS aircraft machine gun - 7.62x54mmR]]&lt;br /&gt;
[[File:CoDVanguard-ShKAS1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 10 120 mm Dual-Purpose Gun==&lt;br /&gt;
Japanese aircraft carrier ''Kaga'' has several [[Type 10 120 mm Dual-Purpose Gun]].&lt;br /&gt;
[[Image:Type10Cannon.jpg|thumb|none|400px|Damaged Japanese Type 10 dual-purpose gun on Guam - 120mm]]&lt;br /&gt;
[[File:CoDVanguard-Type10-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 41 75mm Mountain Gun==&lt;br /&gt;
Several Japanese [[Type 41 75 mm Mountain Gun]] are seen in the single-player campaign.&lt;br /&gt;
[[File:75mm howitzer.jpg‎|thumb|400px|none|Type 41 75 mm Mountain Gun]]&lt;br /&gt;
[[File:VanguardType411.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:VanguardType412.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type41M1.jpg|thumb|none|600px|Two Type 41 on the multiplayer map &amp;quot;Numa Numa&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Type 89 12.7 cm/40 Naval Gun==&lt;br /&gt;
A heavy Japanese Anti-air gun is mounted on the &amp;quot;Gavutu&amp;quot; map which is a [[Type 89 12.7 cm/40 Naval Gun]].&lt;br /&gt;
[[File:Type89navalgun.jpg|thumb|400px|none|Twin Type 89 12.7 cm/40 naval gun mounting at Balikpapan, Borneo.]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 light machine gun==&lt;br /&gt;
The [[Type 96 light machine gun|Type 96 LMG]] is briefly seen during the ending cutscene of the Bougainville mission. Despite this, it does not actually appear during gameplay; the mounted machine guns are for whatever reason [[MG42]]s.&lt;br /&gt;
[[File:Type96.jpg|thumb|none|400px|Nambu Type 96 (minus magazine) equipped with a 2.5X Fuji periscope sight - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvantype961.jpg|thumb|none|600px|A Type 96 is fired from a Japanese pillbox at American forces.]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 15 cm Howitzer==&lt;br /&gt;
A destroyed [[Type 96 15 cm Howitzer]] can be seen in a disabled bunker on the multiplayer map &amp;quot;Numa Numa&amp;quot;.&lt;br /&gt;
[[Image:Type96howitzer.jpg|thumb|none|400px|Type 96 15 cm Howitzer]]&lt;br /&gt;
[[File:CoDVanguard-Type96Howitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 25 mm AT/AA Gun==&lt;br /&gt;
Two [[Type 96 25 mm AT/AA Gun]]s in twin mounting are seen fired by Japanese soldiers during a cutscene. In-game, however, the gun appears only in triple mount.&lt;br /&gt;
[[File:Type 96 25mm twin.jpg|thumb|300px|none|Type 96 twin AA mounting - 25x163mm]]&lt;br /&gt;
[[File:CoDVanguard-Type96TwAA1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Codvantype96aa1.jpg|thumb|none|600px|The Type 96 AA gun firing at American warplanes in the Pacific.]]&lt;br /&gt;
[[File:Type96AAGun.jpg|thumb|none|450px|Japanese Type 96 AT / AA Gun on triple mount - 25x163mm]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
The [[Type 97 Aircraft Machine Gun]] is the nose-mounted MG of Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters and Aichi D3A dive bombers.&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air1.jpg|thumb|none|600px|The muzzle of a nose-mounted Type 97 Aircraft Machine Gun on a crashed A6M &amp;quot;Zero&amp;quot; fighter.]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air1-1.jpg|thumb|none|600px|Wade charges both Type 97 in his captured Aichi D3A dive bomber.]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air2.jpg|thumb|none|600px|Checking the Flight instruments.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 light machine gun==&lt;br /&gt;
Japanese tanks like the Type 95 Ha-Go light tank have turret and hull-mounted [[Type 97 light machine gun]]s.&lt;br /&gt;
[[Image:Type 97 tank machine gun.jpg|thumb|none|400px|Type 97 light machine gun in tank configuration - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:VanguardHaGo1.jpg|thumb|none|600px|While observing enemy Type 95 tanks, Wade contemplates how the Japanese on Bougainville Island ended up with STG44s.]]&lt;br /&gt;
[[File:CoDVanguard-Type97TMG1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 81mm Infantry Mortar==&lt;br /&gt;
The [[Type 97 Infantry Mortar]] appears during the campaign.&lt;br /&gt;
[[File:Type 97 Mortar.jpg|thumb|none|400px|Type 97 81-mm Infantry Mortar]]&lt;br /&gt;
[[File:VanguardType97mortar1.jpg|thumb|none|600px|Note the German 80mm Wurfgranate 34 HE rounds next to it.]]&lt;br /&gt;
[[File:VanguardType97mortar2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:CoDVanguard-Type99Cannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] is seen on the &amp;quot;Patient Shot&amp;quot; calling card.&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|450px|Arisaka Type 99 standard rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CoDVanguard-ArisakaCallingCard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
The [[M2 Mortar]] is present as the &amp;quot;Mortar Barrage&amp;quot; killstreak.&lt;br /&gt;
[[File:M2Mortar60mm.jpg|thumb|none|350px|M2 Mortar - 60mm]]&lt;br /&gt;
[[File:Codvg-mortarstreakmenu.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
An [[M1903 Springfield]] rifle fitted with an Unertl scope is seen on the &amp;quot;Killer Foliage&amp;quot; calling card.&lt;br /&gt;
[[file:ScopedSpringfield.jpg|thumb|none|450px|M1903A1 Springfield sniper rifle fitted with a 7.8x Unertl scope - .30-06]]&lt;br /&gt;
[[File:Codvg-killerfoilagecallingcard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
A modified version of the [[Marlin Model 1895]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is used by the T-800 in the &amp;quot;Trust Me&amp;quot; highlight intro from Season 4.&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&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>404Violet</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568051</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568051"/>
		<updated>2023-04-01T08:11:52Z</updated>

		<summary type="html">&lt;p&gt;404Violet: 1887 does not have an enlarged loop ingame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP).&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|450px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023).]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-P226 E2==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 E2]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the P226 E2 was announced in the 2010 SHOT Show; this anachronism is present even taking into account the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, which states that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|450px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 E2 from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in rare Spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]].&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon, it can be obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards. Once again, the VP70M can be fitted with a stock, which allows it to fire in bursts. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, this time being more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. It can be purchased from the Merchant with 42000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot; appears, only exclusive to the owners of the game's Deluxe or Collector's edition. The shotgun is based on the [[Winchester Model 1887]], more specifically, the famous cut-down variant first seen in ''[[Terminator 2]]''. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once). It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now be compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
Unlike the original game, the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|500px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, using it voids &amp;quot;Professional Agent&amp;quot; challenge used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed at a first-perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in .55 grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to them), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. The CQBR's longevity is put into question once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganados in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is considered as a &amp;quot;bonus weapon&amp;quot;, using it voids &amp;quot;Professional Agent&amp;quot; challenge used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with ten thousand pesetas starting from Chapter 2. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>404Violet</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:404Violet&amp;diff=1568050</id>
		<title>User talk:404Violet</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:404Violet&amp;diff=1568050"/>
		<updated>2023-04-01T08:06:26Z</updated>

		<summary type="html">&lt;p&gt;404Violet: /* RE4 Remake page */&lt;/p&gt;
&lt;hr /&gt;
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Now, HAPPY EDITING! [[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 18:12, 31 March 2023 (UTC)&lt;br /&gt;
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== RE4 Remake page ==&lt;br /&gt;
&lt;br /&gt;
Hey uh... in case you were wondering (and in case you haven't seen it already), I was already developing the RE4 remake page before you added it in. It was on the game's talk section if you haven't seen the Recent Changes from there (or maybe perhaps you libbed a bunch of my stuff there, or is it coincidence). In any case, I decided to merge my page to the official page now, along with the bare screenshots needed so it can be a full article. Don't apologize tho, it's fine for me, as we didn't really plan it out until just now. [[User:XSlayer300|XSlayer300]] ([[User talk:XSlayer300|talk]]) 07:48, 1 April 2023 (UTC)&lt;br /&gt;
:Apologies. Just made my account here and I wasn't aware of anything. [[User:404Violet|404Violet]] ([[User talk:404Violet|talk]]) 08:06, 1 April 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>404Violet</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568041</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1568041"/>
		<updated>2023-04-01T06:16:35Z</updated>

		<summary type="html">&lt;p&gt;404Violet: Created page with &amp;quot;{{VG Title}} =Overview= =Handguns= All pistols except for the C96 can hold one in the chamber. The ammo cartridge in-game claims the caliber used is 9x19mm Parabellum. ==Heckl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VG Title}}&lt;br /&gt;
=Overview=&lt;br /&gt;
=Handguns=&lt;br /&gt;
All pistols except for the C96 can hold one in the chamber. The ammo cartridge in-game claims the caliber used is 9x19mm Parabellum.&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
A customized [[Heckler &amp;amp; Koch USP]] appears as the &amp;quot;SG-09 R&amp;quot;. It is the replacement for Leon's original handgun, with the &amp;quot;SG&amp;quot; possibly standing in for &amp;quot;Silver Ghost&amp;quot;. The SG-09 R has a slightly longer frame in order to fit a built-in compensator.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
==FN Five-seveN FDE==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot; in ''Resident Evil 4''. Rather than being purchased with pesetas, the player can now trade it in for 5 spinels. It retains its unique ability among pistols to penetrate multiple enemies through a single shot. Its usage of 9x19mm Parabellum is incorrect.&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|330px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The [[Mauser C96]] returns under its classic moniker, the &amp;quot;Red9&amp;quot;. One can be found for free in the middle of the lake in Chapter 4.&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The [[Springfield Armory XD]] returns as the &amp;quot;Blacktail&amp;quot;. Compared to the other pistols, it takes up the least space in the attache case.&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler &amp;amp; Koch VP70M]] reappears under its series name, the &amp;quot;Matilda&amp;quot;. Instead of an endgame unlock, it can be purchased for 10 spinels, and its stock permitting 3 round bursts now comes separately.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
==SIG-Sauer P226 E2 &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's sidearm of choice from [[Resident Evil: Vendetta]], a custom [[SIG-Sauer P226 E2]], appears in ''Resident Evil 4'' under its in-universe name &amp;quot;Sentinel Nine&amp;quot;. It can be obtained by purchasing its DLC or through the Deluxe edition.&lt;br /&gt;
&lt;br /&gt;
Funnily enough, this weapon's appearance is anachronistic; the grip of the gun is branded with the in-universe organization Division of Security Operations' (DSO) logo, which was not formed until 2011.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|400px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 E2 from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
=Magnums=&lt;br /&gt;
Magnums in-game use .45 ACP.&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns, and is now entirely a [[Smith &amp;amp; Wesson Schofield]], rather than mix of it and the [[Colt Single Action Army]]. The weapon's ammo capacity can humorously be upgraded, despite only 6 rounds being visible in the cylinder.&lt;br /&gt;
[[Image:S&amp;amp;WSchofieldright.jpg|thumb|none|400px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
==LAR Grizzly==&lt;br /&gt;
The [[LAR Grizzly Pistol]] replaces the [[Colt M1911]] as the &amp;quot;Killer7&amp;quot;. It still retains its ''[[The Terminator|Terminator]]''-esque laser sight mounted on the top of the slide. Unlike its original counterpart, it now has an exclusive upgrade, which increases its critical hit rate. It also benefits from the &amp;quot;one in the chamber&amp;quot; mechanic that the other pistols have.&lt;br /&gt;
[[Image:LARMK4.jpg|thumb|none|400px|LAR Grizzly Mark IV - .44 Magnum]]&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;. It is unlocked by completing a New Game on Professional without using any bonus weapons (The M1A1 Thompson and &amp;quot;Primal Knife&amp;quot;). Its exclusive upgrade once again grants it infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] returns as the &amp;quot;W-870&amp;quot; and reuses its model from ''Resident Evil 2''. It is obtained in the exact same method as the original game.&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from ''Resident Evil 3'' appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns.&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
==Cobray Street Sweeper==&lt;br /&gt;
The [[SWD/Cobray Street Sweeper]] is available as the &amp;quot;Striker&amp;quot; and can be purchased during and after Chapter 10. It holds 12 shells at base, up to an absurd 48 with its exclusive upgrade. Fully upgraded, Leon can also inexplicably reload 12 shells into his gun by inserting a single shell in.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
A sawed off [[Winchester Model 1887]] appears as the &amp;quot;Skull Shaker&amp;quot;. It can be purchased as its own DLC or with the Deluxe Edition, and then obtained from the typewriter.&lt;br /&gt;
&lt;br /&gt;
The Skull Shaker starts off horrifically underloaded with a 2 round capacity, but can be upgraded to 6. Upon firing, Leon will flip cock the weapon; though this is inadvisable due to the possibility of the user breaking their fingers, viewing Leon performing the action in Photo Mode will reveal that he only uses a finger or two to flip the weapon.&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica of a sawed off Model 1887 seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns in ''Resident Evil 4''. The TMP's stock must now be purchased with spinels rather than pesetas.&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]], a new addition to the remake, appears as the &amp;quot;LE 5&amp;quot;. For some reason, it is missing both the rear and front sight, though this is probably because it is the only SMG able to mount optics.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] returns as the &amp;quot;Chicago Sweeper&amp;quot; and is unlocked by completing the game on Professional difficulty with at least an A rank (under 7 hours). It then can be obtained from the typewriter. It is severely nerfed from its previous incarnation, no longer sporting absurd damage and infinite ammunition upon purchase. Its exclusive upgrade grants the weapon infinite ammo, as well as updating the model to include a drum magazine. This is incorrect, as M1 models can only utilize stick magazines.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Chicago Sweeper while it has infinite ammo will have Leon perform a stylish move.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
=Rifles=&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] returns as the &amp;quot;SR M1903&amp;quot;. It no longer reloads through stripper clips, instead being reloaded individually.&lt;br /&gt;
[[Image:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] with a gray polymer stock returns as the &amp;quot;Stingray&amp;quot;.&lt;br /&gt;
[[Image:HK-SL8.jpg|thumb|none|400px|Heckler and Koch SL8 - .223/5.56x45mm]]&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The same [[Colt Model 933]] that appears in 2020's remake of ''Resident Evil 3'' also shows up in ''Resident Evil 4'', once again as the &amp;quot;CQBR Assault Rifle&amp;quot;. It can be obtained for free after completing a puzzle in the library of the castle. It holds 20 rounds by default and can be upgraded to 32, and is also compatible with optics.&lt;br /&gt;
&lt;br /&gt;
In-game, it uses rifle (.223 Remington) ammo. Even though this mostly makes sense (.223 Remington is almost identical to 5.56x45mm NATO), the CQBR's longevity is put into question once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through reserves rather quickly.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
=Launchers=&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns as the generic &amp;quot;Rocket Launcher&amp;quot;. Once again, it is disposed after firing a single round, although it will quickly destroy just about anything, including bosses. If one does not feel like throwing their money away for a one-time use weapon, an infinite variant is also available in New Game+ for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Certain Ganados on the island may also be equipped with the RPG-7.&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;/div&gt;</summary>
		<author><name>404Violet</name></author>
	</entry>
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