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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Evil+Tim</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/Evil_Tim"/>
	<updated>2026-04-10T18:53:58Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://www.buildlogs.org/index.php?title=User_talk:Wuzh&amp;diff=1317171</id>
		<title>User talk:Wuzh</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Wuzh&amp;diff=1317171"/>
		<updated>2019-12-22T15:54:46Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Watermarks */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to IMFDB==&lt;br /&gt;
Before you do any editing please take the time to read the '''[[Rules, Standards and Principles]]'''. This is a very important document that explains how this website is setup as well as telling you what is and isn't allowed. If it is determined by an '''[[admins|admin]]''' that you have not read these rules, your account will be suspended. Continued non-compliance may result in a permanent ban. After that you should also read the '''[[IMFDB Screencapping Guide]]''' and the '''[[IMFDB Style Guide]]''' to familiarize yourself with the image and formatting requirements for pages you create.&lt;br /&gt;
&lt;br /&gt;
There are a number of pages that desperately need your help. You can find these Incomplete pages '''[[incomplete|here]]'''.&lt;br /&gt;
&lt;br /&gt;
If you have any questions, feel free to post them '''[[Talk:Main Page|here]]''' but make sure to sign your post by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Finally, IMFDB has a forum set up '''[http://forum.imfdb.org/ here]''' that is only available to registered members. There is lots of good stuff to see there. If you would like to join the forum, please post '''[[Forum Request|HERE]]''' and an account will be created for you. &lt;br /&gt;
&lt;br /&gt;
Now, HAPPY EDITING! [[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 20:59, 24 November 2017 (EST)&lt;br /&gt;
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== &amp;quot;Something is going wrong with the Iron Sights picture&amp;quot; ==&lt;br /&gt;
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I assume you're getting a message that says &amp;quot;failed to create directory.&amp;quot; This is a known issue with our software when people attempt to upload files with certain combinations of numbers in them, the software just doesn't like it for some reason. Try changing the name of the file a bit. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 26 November 2017 (EST)&lt;br /&gt;
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== VK-98 ==&lt;br /&gt;
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There were single shot VK-98s, here's one:&lt;br /&gt;
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https://jamesdjulia.com/item/1370-369/&lt;br /&gt;
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Note the bottom image. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:13, 24 January 2018 (EST)&lt;br /&gt;
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== Dirty Bomb ==&lt;br /&gt;
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Why is this page marked incomplete? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 06:48, 24 February 2018 (EST)&lt;br /&gt;
:Yes,please mark as a work in progress. Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:28, 24 February 2018 (EST)&lt;br /&gt;
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== CSGO ==&lt;br /&gt;
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Oh, I understand, but in the case of the CSGO example you would ''never'' write it out that way when there are multiple types of 7.62mm rounds you might load into the magazine (pistol, intermediate and rifle, for a start). You don't typically need to inform soldiers how many rounds fit into a magazine because the follower has a habit of enforcing the correct number: even if you decided to do so, you'd put the &amp;quot;30&amp;quot; on its own line or write &amp;quot;30 rounds&amp;quot; and then the correct type of ammo to load it with.&lt;br /&gt;
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I'd wager it's a typo by the texture artist, but there's no real way for it to be ''right'', so we can say it's wrong.&lt;br /&gt;
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Saying something is wrong isn't a condemnation of the work as a whole: we're certainly not saying we're ''angry'' at them for doing things this way just by saying it's not how things are in real life. And if it was never intended to be correct, then there's no problem with pointing out it isn't, surely? &lt;br /&gt;
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If a creator decides to do something the real firearm doesn't do, that depiction is incorrect. That's not a value judgement, though: it might make for a really striking design to have parts a real weapon doesn't, or a really cool scene if a gunman fires fifteen shots from a six-shooter. &lt;br /&gt;
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Besides, videogame developers are much too busy with fans threatening to murder them for nerfing their favourite gun to worry about us :P&lt;br /&gt;
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As for chatting, there's the forum? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:16, 10 March 2018 (EST)&lt;br /&gt;
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== FAMAS ==&lt;br /&gt;
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Trying to work out what is and isn't the Felin system is a path to madness, even the French don't know. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 23:12, 3 April 2018 (EDT)&lt;br /&gt;
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== The resources about gunworld ==&lt;br /&gt;
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In actually,the website is can’t to visit,here is a [http://pewpewpew.work/china/rifle/qbz95/upgrad.htm new URL]. [[User:Landwarrior|Landwarrior]]([[User talk:Landwarrior|talk]])&lt;br /&gt;
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== Uncharted 4 Galil/INSAS ==&lt;br /&gt;
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Are you 100% sure is a Galil? Just because the Uncharted wikia show a Galil in their page doesn't mean that is a Galil in the game (beside the wikia is not very good for watching infos about the new games). So please make some photos of the rifles (and of the other guns if you can). If you read the IMFDB policy is that usually some pics of the guns IN THE MEDIA are required BEFORE id-ing a gun. No pics means that nobody can correctly identify them better. Shi she (hope is correct).--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:58, 5 July 2018 (EDT)&lt;br /&gt;
:I'm pretty sure it's a Galil. I looked up some gameplay footage of the [https://youtu.be/53pvZK8-H-Q INSAS in multiplayer] and it's got the Galil 7.62 magazine, the Galil selector switch, and the Galil bolt handle ([https://i.ytimg.com/vi/JKOdkWmexWc/maxresdefault.jpg also try this thumbnail image]). The charging handle on the INSAS is very different from that on the Galil, located ahead of the breech on the left side, and has been compared to a HK charging handle. Sadly I do not have a PS4 so I can't provide any images. Also it's &amp;quot;xie xie&amp;quot;. Thanks!--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:25, 5 July 2018 (EDT)&lt;br /&gt;
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== WIP vs incomplete ==&lt;br /&gt;
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Incomplete is unfinished. No work is being done. People purposely creating incomplete pages is a pet peeve for me. The Rules specifically state quality over quantity, so users coming in and dropping an incomplete page is a problem. A first day incomplete is on the short list for deletion. WIP means some work is being done. WIP means a user is accountable. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:17, 16 July 2018 (EDT)&lt;br /&gt;
:Yeah, WIP is when you're currently building the page, and you or some specific users are planning to finish it. The appropriate instance to use the &amp;quot;Incomplete&amp;quot; template is when a page has been made for a while (as long as it meets the minimal IMFDB standards) but has some worthy content missing. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:44, 16 July 2018 (EDT)&lt;br /&gt;
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== Airsoft TAR-21 ==&lt;br /&gt;
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If you're curious, I believe that one exists if you want to show what the iron sights look like, since most pics of real TARs have them folded. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:33, 23 July 2018 (EDT)&lt;br /&gt;
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== Changing &amp;quot;image&amp;quot; to &amp;quot;file&amp;quot; ==&lt;br /&gt;
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Um, why are you doing that? It literally makes no difference at all. We don't have a standard and we don't need to change one to the other. Also could you discuss it on the Main Page talk page before you start doing something like that? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:28, 29 July 2018 (EDT)&lt;br /&gt;
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== Luger ==&lt;br /&gt;
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I have an idea why it's so dark, let me try something. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:08, 31 July 2018 (EDT)&lt;br /&gt;
:OK my theory that it was interpolation was totally wrong and I ended up just taking a screenshot of it displaying correctly at full size and using that. Should start displaying properly on other pages when the server updates, but it's the right colour on the BF1 page now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:22, 31 July 2018 (EDT)&lt;br /&gt;
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== Re: Used file deleted ==&lt;br /&gt;
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Sorry for delay, I was very busy the whole week and didn't visit imfdb. As I can see, file A280C.jpg is active, it is used on [[Talk:Star Wars Battlefront]]. And I don't see in file history that it was ever deleted. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 03:33, 12 August 2018 (EDT)&lt;br /&gt;
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== LA-K12 Puma shotgun ==&lt;br /&gt;
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Figured you might want this for your reference chart; it’s another shotgun housed in a QBZ-95 shell and seems to use Hawk magazines and might only be for export to the US and Canada. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:11, 21 August 2018 (EDT)&lt;br /&gt;
:In that regard, there are images of the [[:File:OTs-38 Stechkin.jpg|OTs-38 Stechkin silent revolver]] and the [[:File:MonolithP12.jpg|Monolith Arms P-12]]. The [[:File:RSA Kobalt.jpg|RSA Kobalt]], [[:File:USFA ZiP Gun.jpg|USFA ZiP Gun]], [[:File:SAS-12.jpg|Franchi SAS-12]], [[:File:Cosmi.jpg|Cosmi Lusso Deluxe]], and [[:File:Safir T-17.jpg|Safir T-17]] also have images, though they're not currently used in particular media pages so I don't know if you'd like to include them. The [[:File:MG 39 Rh.jpg|MG 39 Rh]] could also come in handy; it's currently on the MG 34 talk page, but if it makes an actual appearance it will probably have its own page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:15, 22 August 2018 (EDT)&lt;br /&gt;
::Alright. Thanks. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 21:08, 22 August 2018 (EDT)&lt;br /&gt;
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== Block Page ==&lt;br /&gt;
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You are correct, but the graphic also explains why the page is not allowed. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:09, 8 September 2018 (EDT)&lt;br /&gt;
:You are hereby ordered to stop taking things so seriously, on pain of having sharks thrown at you by bears. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:52, 13 September 2018 (EDT)&lt;br /&gt;
::Every time Bunni creates a new account, the user gets a message pointing to the RSP, Style Guide, and the Screencapping Guide (see above on your own page.) If people actually read through those pages, it'd make things a lot easier for admins. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:05, 13 September 2018 (EDT)&lt;br /&gt;
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== RG-14 ==&lt;br /&gt;
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I see that you splitted the page into RG-14 and RG-14/30. The problem is that both versions look the same (the only difference is another explosive). Even the existance of fragmentation sleeve isn't a reliable proof of 14/30 as it technically could be fitted to original 14 also. We can identify original 14 quite sure only for movies of 1920 and early 1930s. In such movies as ''Shchors'' and ''Parkhomenko'' I identified grenades as 14 only presumably, they could be 14/30s, as well as a grenade in ''Gvozd v sapoge'' (1932) could be original 14. So I don't think that splitting this page in two is a good idea. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 03:00, 4 October 2018 (EDT)&lt;br /&gt;
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== Honestly I have no idea ==&lt;br /&gt;
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It looks like some kind of frankenstein job, a Striker-12 shouldn't have a drum advance lever on it, but is has a Striker-12 thumb tab. Is it maybe an Airsoft gun? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:17, 20 October 2018 (EDT)&lt;br /&gt;
:Ok so it looks like what's going on here is there's another variant: you have the Sentinel Strikers which were marketed by Penn Arms, and it seems there's a variant that gets called the &amp;quot;Penn Arms Striker-12&amp;quot; that has the drum advance lever on the back. The Sentinel ones don't. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:25, 20 October 2018 (EDT)&lt;br /&gt;
::Yeah, I've rolled back those rollbacks to make it easier for you, quicker than you undoing them. Probably need to add an extra section for the Penn Arms Striker on the Armsel Striker page, though. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:32, 20 October 2018 (EDT)&lt;br /&gt;
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== Enfield SA80A2 and HK AG-SA80  ==&lt;br /&gt;
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Hey man, I was wondering if it was ok for me to change the titles for the above entries in the ''Squad'' page back to what they were? I know it probably feels inconsistent when you have other weapons titled stuff like &amp;quot;L22A2&amp;quot; and &amp;quot;L129A1&amp;quot;, but those weapons are unique and only ever have that designation. On the other hand the SA80A2 and AG-SA80 are actual names, and it would be even more consistent to have them follow the &amp;quot;[manufacturer] [weapon model] naming system we use for the other weapons (think of how weird it would be if we renamed the Glock 17 entry to &amp;quot;L131A1&amp;quot;.&lt;br /&gt;
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I think we also covered this before in the Recent Changes topic of Talk:Squad - [[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 22:10, 10 November 2018 (EST)&lt;br /&gt;
:The page itself states that L85A2 and L123A2 UGL are more common than their real names. I think that using the more commonly used designations would be easier for the readers than the [manufacturer] [weapon model] naming system. Glock 17 for instance should stay as Glock 17 because Glock 17 is the better known name.&lt;br /&gt;
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:In addition, I believe that with a hardcore equipment simulator like Squad, using military designations instead of manufacturer names would actually be more consistent with the game itself. So I argue that L85A2 and L123A2 UGL should use their designations instead of names. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 22:34, 10 November 2018 (EST)&lt;br /&gt;
::Gotcha, I've also taken the liberty to split the assault rifles/battle rifles/carbines category to be more consistent with the category changes you rolled out in the machine gun and explosives category. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 23:39, 10 November 2018 (EST)&lt;br /&gt;
:::I personally believe that the assault rifles/battle rifles/carbines category should be more mixed together since my other category splits have a level of correspondence to categories is seen in-game (LMGs and MMGs being used by different kits for example), while these three categories are all intertwined due to being used by different kits all the time across different factions. But I guess it's alright. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:40, 11 November 2018 (EST)&lt;br /&gt;
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== AK image ==&lt;br /&gt;
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Sorry, I can't tell the difference. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:40, 19 November 2018 (EST)&lt;br /&gt;
: I just cropped the previous image. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 22:38, 19 November 2018 (EST)&lt;br /&gt;
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== Type 88 on Norinco page ==&lt;br /&gt;
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Just courious but the Type 88 isn't North Korean made? Why is on Norinco page? You got serious sources which prove that is Chinese?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:00, 29 November 2018 (EST)&lt;br /&gt;
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I meant the Type 88 Assault Rifle inspired by the [[AK-74]]. I know that the [[QJY-88]] MG is another weapon (and very cool) but I called it with the QJY-88 designation. On various internet resources states that the Type 88 is the standard issue rifle of KPA. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:01, 30 November 2018 (EST)&lt;br /&gt;
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Thanks you. The 3rd link is a bit weird, (it called the Type 88 a copy of a Khyber Pass AKS) but apart from it, the sources looks serious.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 02:37, 30 November 2018 (EST)&lt;br /&gt;
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== On that subject ==&lt;br /&gt;
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I was about to edit that to &lt;br /&gt;
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&amp;quot;Look, I am the director, ja? And you are the writer. So I am right and you are wrong, ja?&amp;quot; - Paul Verhoeven, to Joe Eszterhaus&lt;br /&gt;
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But thought better of it. :P [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 23:14, 30 November 2018 (EST)&lt;br /&gt;
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== RE Stan ==&lt;br /&gt;
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First off appreciate the response and the explanation and apology. That's quite big of you. I myself apologize for being rather harsh, I get that way at times. Anyway not much to say except well.. just remember you can't assume because no one said anything that a major edit's ok. And by major I mean a massive change to the site, or a big part of it anyway. Eh you get what I mean. I get waiting for a response can be tough but as I stated elsewhere (though after reading this again perhaps too harshly) this is all volunteer and not all of us have got a lot of free time to check everything, admins included. Again my apologies for the harshness there. &amp;lt;BR&amp;gt;&lt;br /&gt;
Now for some of these proposals you can always message one or more of them directly like you've done here and well go from there. That being said, I sent messages to them and they'll likely read my own talk page (or the recent edits) and see maybe this has now chilled a bit. (To you guys, well, it's chilled a bit :P). What's more they should now be more aware of the relevant pages and discussions and perhaps address them a bit quicker. Anyway again, very much appreciate the response, it's cool. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:42, 12 December 2018 (EST)&lt;br /&gt;
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:Yeah, just give us a poke before you do anything large-scale. And please note that I would rather have a user who acts too rashy than a user who doesn't act at all. You are a valuable contributor to this site, don't ever forget that. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:59, 13 December 2018 (EST)&lt;br /&gt;
:: Well met. And I also have to agree with Tim - for your flubs you also do a lot of good stuff around here, especially the more tedious and numbing work like categorizing images and the like that almost nobody cares to do nevermind has time for. All told if what I bitched about is your worst, you're doing alright. ;) [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 15:24, 14 December 2018 (EST)&lt;br /&gt;
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==M16A4 from Battle: Los Angeles==&lt;br /&gt;
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[[File:BattleLA M16A4.jpg|thumb|none|550px|M16A4 (5.56x45mm) with ACOG scope, RIS foregrip, Magpul MBUS rear sight, and AN/PEQ-15 IR designator as seen in ''[[Battle: Los Angeles]]'']]&lt;br /&gt;
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I saw that you added this rifle to the [[Talk:M16 rifle series#Other Images#Screen Used Rifles|Screen Used Rifles]] section of the Talk Page for our M16 rifle series. Just to be clear: This is not a screen-used rifle from ''[[Battle: Los Angeles]]''. I asked MPM2008 (who took the picture) the same question myself, and he clarified that it's not one of the screen-used rifles from the film; rather, it is an M16A4 from his own inventory that he configured to look like the M16A4s that were in the movie. (And his company didn't provide any weapons for that production.) -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 17:14, 15 December 2018 (EST)&lt;br /&gt;
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== Um ==&lt;br /&gt;
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I'd rather just have a picture of a weapon with the part rather than the part on its own. It looks kind of silly to just have a detached magazine on the page unless you're making some specific point about the magazine being wrong that requires an illustration. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:04, 20 December 2018 (EST)&lt;br /&gt;
:I do think it's kind of useful if only because the caption helps with correcting the commonly held belief that the G36 LSW is the MG36. If you can work that into the text, I suppose you could remove it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:29, 20 December 2018 (EST)&lt;br /&gt;
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== New BM-37 image ==&lt;br /&gt;
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New image of BM-37 mortar that you uploaded is of a different version of this weapon than the old one. Your image represents an early BM-37 that lacked the muzzle device, preventing double loading. The image that I uploaded long ago is of late version that appeared in 1943. Most BM-37 in movies are of this late version. So I think that we'll better keep both samples and use one or another in various cases. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:29, 1 January 2019 (EST)&lt;br /&gt;
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== Re:GSN-19 ==&lt;br /&gt;
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Sorry, I cannot help. I don't take any of these sources as trustworthy, and cannot say which of them is right or wrong. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:09, 10 January 2019 (EST)&lt;br /&gt;
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== Weapon Categories for Squad Page ==&lt;br /&gt;
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Hey dude, if we're gonna split the machine guns up, where should we place the PKT? Should we consider it a MMG or dump it with the other mounted weapons? The NSVT is obviously a HMG since it's in .50, but the PKT isn't. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 08:54, 11 January 2019 (EST)&lt;br /&gt;
::in that case shall I also put the NSVT and KPVT in that category too? They're both mounted versions of their respective HMGs after all. --[[User:OngYingGao|OngYingGao]] ([[User talk:OngYingGao|talk]]) 08:14, 14 January 2019 (EST)&lt;br /&gt;
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== Idle question ==&lt;br /&gt;
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In some of your edits, you change .jpg to .jpg in an image and this counts as a change. What exactly are you doing there? I'm just curious. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:49, 6 February 2019 (EST)&lt;br /&gt;
:Huh... I don't know. It just happens sometimes when I edit. I had never edited the .jpg part of the file on any page (because why would that be necessary), and sometimes one some of the pages the .jpg just inexplicably registers a change after I publish my edits. I don't know what difference does it make and why it happened. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:06, 6 February 2019 (EST)&lt;br /&gt;
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== Changing Edits ==&lt;br /&gt;
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The [[Colt XSE]] has been renamed the [[Colt Rail Gun]]. Don't change the edits. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 02:06, 13 February 2019 (EST)&lt;br /&gt;
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== Battlefield: 1918 ==&lt;br /&gt;
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Unlocked. I can't believe I locked a page for that reason. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:34, 4 April 2019 (EDT)&lt;br /&gt;
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== Asking for confirm about a probable Chinese gun ==&lt;br /&gt;
&lt;br /&gt;
I'm sorry to bother you about a small issue, that is almost resolved. Well, the [[Far Cry 4#vz.61 Skorpion|Far Cry 4]]'s vz.61 Skorpion, have Chinese markings on it. Since I noted that you are the most expert about PRC's guns and have direct access of original language sources, I tought that you could confirm if is a Czech made Skorpion or a Chinese clone. I already asked a Hong Kong, some time ago and he confrmed that is used by Chinese government. Thank you in advance. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:34, 9 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== English proofreading ==&lt;br /&gt;
&lt;br /&gt;
Hello! A great thanks for this site. Yes, I have many problems with English. Many thanks for the online correction site: it's actually a very useful site, because, my “word” program searches typos only in Russian language texts. Also, many thanks for the willingness to help. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:11, 9 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Notes on editing  ==&lt;br /&gt;
&lt;br /&gt;
As i can see, it has categories, and i dont see the text on the images like a mess, but maybe its just me , and i had to Add TOC because if i didint, it bugged for me, as the categories/weapon names/descriptions etc.... seemed all bugged to me without it, and i still dont know why because this didint happend to me before. i dont know whats causing this late problems that didin't happend before (with my old drive), im very sorry for causing trouble&lt;br /&gt;
--[[User:MeilingSama|MeilingSama]] ([[User talk:MeilingSama|talk]]) 12:08, 10 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson No.3 Russian Model ==&lt;br /&gt;
&lt;br /&gt;
I don't think that renaming such long-established page without proper discussion is a good idea. Hereinafter please discuss such activities. Thanks for understanding. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 15:55, 18 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: CSGO Images ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the heads-up, I'll try to replace some of these when I can. A couple of concerns, though:&lt;br /&gt;
*I was under the impression that weapon-on-ground/world-model screenshots were standard practice (especially since many games have 2 separate models for the weapon that the player sees and the weapon that everyone else sees, and since they were part of the original images).&lt;br /&gt;
*While I get that the HUD can be a bit distracting if it's too big (for instance, I really should've remembered to turn off my FPS indicator), I thought that is was typical to leave the HUD there - I recall this being discussed before, and the general logic that I recall was that it makes the game look like it does during normal gameplay (plus there are some things, like the incorrect HUD icons and perhaps ammo capacities, that can be helpful/noteworthy).&lt;br /&gt;
*As for the distractors thing, maybe I've just been looking at too many of the ''[[Far Cry]]''-series pages as of late, but I've often tried to make sure that there's something interesting going on in the screenshots, to avoid making them look boring and repetitive (mostly just because it lets me put in more interesting flavor text). I suppose having them in games without bots would let me take all of the caps in one place without getting shot (taking screencaps gives me major lag spikes for some reason), but again, it'd remove some opportunities for flavor text.&lt;br /&gt;
And regarding the model inspection shots, I've been trying, but the game's normal F5 screenshot key doesn't work in the menus, and for some reason my full-screen capture keybind (Command-Shift-3) worked exactly once - I'll give it another go, and hopefully it'll actually work this time around.&lt;br /&gt;
&lt;br /&gt;
So, I'll probably be retaking some of these (you're right, some of those M249 shots are really hard to make out) without the FPS counter, and probably a better HUD setup, but I'd like to know whether the no-bots thing is a suggestion/preference or an absolute rule/strong recommendation - I'd be fine with doing either, but I'd like to know beforehand so I don't waste 3 hours getting a bunch of screenshots that I can't/shouldn't use. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 09:49, 19 April 2019 (EDT) P.S.: Would it be alright if I took some of the caps of weapons with skins? Not all of them, mind you - just one or two for each section. I've seen some pages with weapon caps where the guns have camos/finishes applied to them, but I'd like to know if having a few extra caps with weapon skins would be alright.&lt;br /&gt;
:Alrighty then, I'll get to it shortly. When exactly, I can't say for sure. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:15, 19 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== LAW M72 page ==&lt;br /&gt;
&lt;br /&gt;
==You moved the image of a MOVIE SCREEN USED LAW rocket to the discussion page ==&lt;br /&gt;
That's now how IMFDB works.  There is a reason why shots of actual weapons used in films is on the primary page, if it's the most common and is correct as an archetype of the weapon.  We usually start with first variants and move down to later variants, but if there is an image of a screen used version and it's a correct example of a variation, then it stays on the primary page :D&lt;br /&gt;
Thanks. [[User:MoviePropMaster2008|MoviePropMaster2008]] ([[User talk:MoviePropMaster2008|talk]]) 14:20, 17 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: MPX ==&lt;br /&gt;
&lt;br /&gt;
I figured out I'd make side-by-side comparisons for a simple explanation. Here you go; the differences are circled in red.&lt;br /&gt;
[[File:MPX proto vs gen1.jpg|thumb|none|600px|Prototype version (left) vs. Gen 1 (right).]]&lt;br /&gt;
[[File:MPX gen1 vs gen2.jpg|thumb|none|600px|MPX Gen 1 (left) vs. Gen 2 (right).]]&lt;br /&gt;
Additionally, the Gen 1 and Gen 2 versions of the MPX SMG and MPX SBR have 8&amp;quot; barrels by default, whereas the prototype counterpart had a 6.5&amp;quot; barrel. However, I've seen some rare images of MPX Gen 1 SBRs with 6.5&amp;quot; barrels, and there's also been a mention of current-production MPXes with this barrel length on the SIG-Sauer website.&lt;br /&gt;
&lt;br /&gt;
The different ejection port and the scalloped top rail are definitive characteristics of an MPX Gen 2. This version also has by default an ambidextrous charging handle, a KeyMod handguard, and the stock that I showed, but there are some MPX Gen 1s that also have them. If you'd like to read more details about Gen 1 vs. Gen 2, someone wrote an article [https://www.realgunreviews.com/sig-mpx-faq-video-analysis/ here]. SIG-Sauer previously uploaded a video regarding the matter, but sadly it was deleted.&lt;br /&gt;
&lt;br /&gt;
One additional note: there's [[:File:SIG MPX.jpg|this image]], along with the other ones that I previously captioned as &amp;quot;first prototypes&amp;quot; in the MPX page. I highly suspect these of being conceptual/promotional photoshops (as I stated [[Talk:SIG-Sauer MPX#Different Generations?|here]]). SIG-Sauer is no stranger to having made misleading photoshops that don't exactly match the real weapons (such as [http://www.imfdb.org/images/archive/8/8f/20190430103626%21MPX_Gen_1.jpg this] and [http://www.imfdb.org/images/archive/d/d4/20190725165428%21SIG_MPX_Carbine.jpg this], or even more crappily made photoshops like [http://www.imfdb.org/images/archive/d/d4/20190701104519%21SIG_MPX_Carbine.jpg this]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:52, 11 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Star Wars ==&lt;br /&gt;
&lt;br /&gt;
If you want to split them up, then that's ok. But I would ask that you use HD sources or higher. 1080p BluRay or higher.  I don't think there's a need to ID the cannons mounted on the ships though. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 20:38, 1 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
If you're not going to add any more screenshots, then I wouldn't split them up. You have to make each page more complete if you're going to split them up. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 20:47, 1 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Watermarks ==&lt;br /&gt;
&lt;br /&gt;
I would rather have a non-watermarked image and explain the differences in text than a watermarked image which is clearly not ours and used without permission, when there already is a reference image without a watermark. We should make do with what we have, and only use one with a watermark that isn't ours if we either have permission or there is literally no other choice. Don't ask don't tell on images with watermarks stripped off them, but if it's there in the file upload history I can't pretend it isn't. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:54, 22 December 2019 (EST)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=TDI_Kard&amp;diff=1316441</id>
		<title>TDI Kard</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=TDI_Kard&amp;diff=1316441"/>
		<updated>2019-12-18T06:50:13Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KRISS KARD.jpg|thumb|right|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
The '''TDI Kard''' (&amp;quot;KRISS Automatic - Research &amp;amp; Development&amp;quot;) is a prototype semi-automatic pistol using a derivative of the action used by the [[TDI Vector]]. Its current status is unclear, since no new information has been given about either production or cancellation. The weapon was last seen at SHOT Show in 2011.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
(Not in production, possibly abandoned)&lt;br /&gt;
&lt;br /&gt;
*'''Type''': Semi-Automatic Pistol&lt;br /&gt;
&lt;br /&gt;
*'''Caliber''': .45 ACP &lt;br /&gt;
&lt;br /&gt;
*'''Weight''':  ??&lt;br /&gt;
&lt;br /&gt;
*'''Length''': ??&lt;br /&gt;
&lt;br /&gt;
*'''Barrel length''': ??&lt;br /&gt;
&lt;br /&gt;
*'''Capacity''': Unknown; possibly 10- or 13-round Glock 21 magazines or extended 25-round MagEx magazine like the KRISS Vector SMG.&lt;br /&gt;
&lt;br /&gt;
*'''Fire Modes''': Semi-Auto&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''The TDI Kard has appeared in the following films, television series, anime and video games used by the following actors:'''&lt;br /&gt;
===Video Games===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ghost Recon: Future Soldier]]||Kard||With various attachments||||2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops II]]||&amp;quot;KAP-40&amp;quot;||With various attachments||Incorrectly fully-automatic||2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops III]]||||||Unusable||2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ironsight]] || KARD || || Incorrectly fully-automatic || 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Pistol]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Category:Pistol&amp;diff=1316440</id>
		<title>Category:Pistol</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Category:Pistol&amp;diff=1316440"/>
		<updated>2019-12-18T06:50:00Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Self-Loading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you're creating a new page for a pistol make sure to add '''&amp;lt;nowiki&amp;gt;[[Category:Gun]]&amp;lt;/nowiki&amp;gt;''' and '''&amp;lt;nowiki&amp;gt;[[Category:Pistol]]&amp;lt;/nowiki&amp;gt;''' to the page so that it will be listed at the bottom of the page. Please also post a comment on the discussion page for this page regarding the new pistol so that it can be added to the gallery.&lt;br /&gt;
&lt;br /&gt;
Terminology note: in American gun law, a &amp;quot;handgun&amp;quot; is defined as a weapon which is designed to be fired with a single point of contact with the shooter's body, with no reference to the weapon's caliber. Any pistol which incorporates a forward grip (such as the [[Beretta 93R]]) or a stock (such as the [[Mauser C96]]) is instead classified as either a &amp;quot;Short-Barrelled Rifle&amp;quot; or an &amp;quot;Any Other Weapon&amp;quot; (except for C&amp;amp;R pistols with original production stocks, which don't count because reasons). This is not the technical definition; a handgun is any weapon which is primarily designed for a single-point grip and fires a pistol cartridge, or any revolver which lacks a shoulder stock and forward grip (ie, which is not a revolving rifle, cylinder-fed grenade launcher, revolver cannon or full-size shotgun), regardless of what it fires.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pistol&amp;quot; is sometimes held to refer only to weapons with a single chamber in order to differentiate such weapons from revolvers, but this is not a formal classification. However, revolvers are placed in [[:Category:Revolver]] rather than on this page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
&lt;br /&gt;
=Muzzle-Loading=&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;MUZZLE-LOADING&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=4&amp;gt;&lt;br /&gt;
M1851 Augustin.jpg|[[Augustin Model 1851]]&lt;br /&gt;
Gonysingle2.jpg|[[Boot Pistol]]&lt;br /&gt;
Chatellerault Model 1822 right.jpg|[[Chatellerault Model 1822]]&lt;br /&gt;
Elgincutlasspistol.jpg|[[Elgin Cutlass Pistol]]&lt;br /&gt;
Sparroflintlock.jpg|[[Flintlock Pistol]]&lt;br /&gt;
Matchlock pistol 1.JPG|[[Matchlock Pistol]]&lt;br /&gt;
Percussion cap pistol.jpg|[[Percussion Cap Pistol]]&lt;br /&gt;
Mang-in-Graz.jpg|[[Percussion Dueling Pistol]]&lt;br /&gt;
Percussion-pocket.jpg|[[Percussion Pocket Pistol]]&lt;br /&gt;
PhiladelphiaDerringerA.jpg|[[Philadelphia Derringer]]&lt;br /&gt;
Queen-Anne-Flintlock.jpg|[[Queen Anne Flintlock Pistol]]&lt;br /&gt;
Tanegashima pistol.jpg|[[Tanegashima|Tanegashima matchlock pistol]]&lt;br /&gt;
Tower Percussion Pistol.jpg|[[Tower Percussion Pistol]]&lt;br /&gt;
Wheel lock.jpg|[[Wheellock Pistol]]&lt;br /&gt;
WheellockPocketPistol.jpg|[[Wheellock Pocket Pistol]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Breech-Loading=&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;BREECH-LOADING&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=4&amp;gt;&lt;br /&gt;
American Derringer Stainless Steel M-1.jpg|[[American Derringer Model 1]]&lt;br /&gt;
Bond arms snake slayer IV.jpg|[[Bond Arms Derringer]]&lt;br /&gt;
Broqua&amp;amp;Scholberg.jpg|[[Broqua &amp;amp; Scholberg Marked .44 Russian Single Shot Pistol]]&lt;br /&gt;
N-copb.jpg|[[COP 357 Derringer]]&lt;br /&gt;
Chiappa Double Eagle.jpg|[[Chiappa Double Eagle Derringer]]&lt;br /&gt;
Cobra-32ACP-Derringer.jpg|[[Cobra Standard Derringer]]&lt;br /&gt;
Cobra-CB38-Derringer.jpg|[[Cobra Big Bore Derringer]]&lt;br /&gt;
Colt 2nd model derringer.jpg|[[Colt 2nd Model Derringer]]&lt;br /&gt;
6c-rcthr.jpg|[[Colt Thuer Derringer]]&lt;br /&gt;
DA 38 textured.jpg|[[DA38 Derringer]]&lt;br /&gt;
Defence Distributed Liberator.jpg|[[Defense Distributed Liberator]]&lt;br /&gt;
THOR .45-70.jpg|[[EAA Thor]]&lt;br /&gt;
Flober Pistol.jpg|[[Flobert gun]]&lt;br /&gt;
LiberatorPistol.jpg|[[FP-45 Liberator]]&lt;br /&gt;
Belgian Francotte Pistol.jpg|Francotte ''Pistolet de Tir de Salon''&lt;br /&gt;
Hk p11-1.jpg|[[Heckler &amp;amp; Koch P11]]&lt;br /&gt;
Heizer DoubleTap.jpg|[[Heizer Defense DoubleTap]]&lt;br /&gt;
Hg-modern144l.jpg|[[High Standard Derringer]]&lt;br /&gt;
Lancasterone.jpg|[[Howdah Pistol]]&lt;br /&gt;
Tec-38Derringer.jpg|[[Intratec TEC-38]]&lt;br /&gt;
IJ Eclipse 32.jpg|[[Iver Johnson Eclipse Derringer]]&lt;br /&gt;
Magnum Lone Eagle.jpg|[[Magnum Research Lone Eagle]]&lt;br /&gt;
MSP Groza.jpg|MSP Groza&lt;br /&gt;
Martini-Henry Pistol.jpg|[[Martini-Henry Rifle Series|Martini-Henry Pistol]]&lt;br /&gt;
Fwvle.jpg|[[Metal Storm VLE]]&lt;br /&gt;
Nagant 1877 Gendarmerie Pistol.jpg|[[Nagant 1877 Gendarmerie]]&lt;br /&gt;
Norinco Type 82-2 knife full shot.jpg|[[Norinco Type 82-2]]&lt;br /&gt;
NRS-2 knife.jpg|[[NRS-2 Scout Firing Knife]]&lt;br /&gt;
Remington1866Derringer4.jpg|[[Remington 1866 Derringer]]&lt;br /&gt;
RemRolling1871.jpg|[[Remington Rolling Block|Remington Rolling Block Pistol]]&lt;br /&gt;
Remingtonvestpocket.jpg|[[Remington Vest Pocket]]&lt;br /&gt;
XP-100.jpg|[[Remington XP-100]]&lt;br /&gt;
Schuler Reform 1.jpg|[[Schüler Reform]]&lt;br /&gt;
OPG Glove device.jpg|[[Sedgley Fist Gun]]&lt;br /&gt;
Sharps Model 1.jpg|[[Sharps Pepperbox|Sharps Model 1 Pepperbox]]&lt;br /&gt;
Sharps Model 2.jpg|[[Sharps Pepperbox|Sharps Model 2 Pepperbox]]&lt;br /&gt;
Sharps Model 4.jpg|[[Sharps Pepperbox|Sharps Model 4 Pepperbox]]&lt;br /&gt;
SPP-1 Underwater Pistol.jpg|[[SPP-1 Underwater Pistol]]&lt;br /&gt;
ThompsonCenterG2Contender.jpg|[[Thompson Center Arms Contender]]&lt;br /&gt;
TOZ 35 free pistol.jpg|[[TOZ-35]]&lt;br /&gt;
Thunder 50.jpg|[[Triple Action Thunder]]&lt;br /&gt;
Williamson Single Shot Derringer .41RF.jpg|[[Williamson derringer ]]&lt;br /&gt;
MarstonD1857.jpg|[[W. W. Marston Three-Barrel Derringer]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Manual Repeaters=&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;MANUAL REPEATERS&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=4&amp;gt;&lt;br /&gt;
B&amp;amp;T VP9.jpg|[[Brügger &amp;amp; Thomet VP9]]&lt;br /&gt;
SemmerlingLM4 .jpg|[[Semmerling LM4]]&lt;br /&gt;
HPIM0965.jpg|[[Welrod Pistol|Welrod]]&lt;br /&gt;
Volcanic .jpg|[[Volcanic Repeater]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Self-Loading=&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;SELF-LOADING&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=4&amp;gt;&lt;br /&gt;
445 HC-380.jpg|[[Accu-Tek HC-380]]&lt;br /&gt;
Akdal Arms Ghost TR-02.jpg|[[Akdal Ghost TR-02]]&lt;br /&gt;
HiStandard44AutomagMod180.jpg|[[AMC Auto Mag Pistol]]&lt;br /&gt;
AMTAutoMagIV.jpg|[[AMT Automag Pistol Series]]&lt;br /&gt;
AMT BackupRight.jpg|[[AMT Backup]]&lt;br /&gt;
Amt-on-duty.jpg|AMT On Duty&lt;br /&gt;
Scarab Skorpion.jpg|[[Sa. Vz. 61 Skorpion|Armitage Internation Scarab Skorpion]]&lt;br /&gt;
Arsenal Firearms Strike One Current.jpg|[[Arsenal Firearms Strike One]]&lt;br /&gt;
ASP 9.jpg|[[ASP]]&lt;br /&gt;
Asp.jpg|[[ASP 2000]]&lt;br /&gt;
Astra 300 autor frank d-01.jpg|[[Astra 300]]&lt;br /&gt;
Astra 400 right.jpg|[[Astra 400]]&lt;br /&gt;
Astra600.jpg|[[Astra 600]]&lt;br /&gt;
Astra40sw.jpg|[[Astra A-100]]&lt;br /&gt;
AstraConstable.jpg|[[Astra Constable]]&lt;br /&gt;
Astra Firecat.jpg|[[Astra M200]]&lt;br /&gt;
Browning baby.jpg|[[Baby Browning]]&lt;br /&gt;
NickelBauer25.jpg|[[Bauer .25 Automatic]]&lt;br /&gt;
B&amp;amp;H Beholla.jpg|[[Becker &amp;amp; Hollander Beholla]]&lt;br /&gt;
BenelliB76.jpg|[[Benelli B76]]&lt;br /&gt;
BenelliMP95EPistol.jpg‎|[[Benelli MP95E]]&lt;br /&gt;
Beretta 1919 mod 418 3third type-02.jpg|[[Beretta 1919]]&lt;br /&gt;
Beretta Model 21 Side View.jpg|[[Beretta 21 Bobcat]]&lt;br /&gt;
Beretta3032Tomcat.jpg|[[Beretta 3032 Tomcat]]&lt;br /&gt;
Ber418fj8.jpg|[[Beretta 418]]&lt;br /&gt;
Beretta76.jpg|[[Beretta 76]]&lt;br /&gt;
Berettaapx.jpg|Beretta APX&lt;br /&gt;
Beretta-Cheetah.jpg|[[Beretta 80 Series Pistols - &amp;quot;Cheetah&amp;quot;]]&lt;br /&gt;
Beretta-89.jpg|[[Beretta 89]]&lt;br /&gt;
Beretta 9000.jpg|[[Beretta 9000S]]&lt;br /&gt;
Beretta92F LeftSide.jpg|[[Beretta 92 pistol series|Beretta 92 (MANY variants)]]&lt;br /&gt;
Beretta93-1-.jpg|[[Beretta 93R]]&lt;br /&gt;
Beretta950BSJetfire.jpg|[[Beretta 950 Jetfire]]&lt;br /&gt;
8000 Cougar F.jpg|[[Beretta Cougar]]&lt;br /&gt;
Beretta M1915.jpg|[[Beretta M1915]]&lt;br /&gt;
Beretta Model 1923.jpg|[[Beretta M1923]]&lt;br /&gt;
Beretta Model 1934 Pistol.jpg|[[Beretta M1934]]&lt;br /&gt;
Beretta 951.jpg|[[Beretta M1951]]&lt;br /&gt;
MiniCougarInox.jpg|[[Beretta Mini Cougar]]&lt;br /&gt;
Beretta 70.jpg|[[Beretta Model 70]]&lt;br /&gt;
BerettaM90.jpg|[[Beretta Model 90]]&lt;br /&gt;
Px4 Storm.jpg|[[Beretta Px4 Storm]]&lt;br /&gt;
Px4StormCompact.jpg|[[Beretta Px4 Storm Sub-Compact]]&lt;br /&gt;
Beretta U22 Neos.jpg|[[Beretta U22 Neos]]&lt;br /&gt;
Bergmann1903.jpg|[[Bergmann-Bayard|Bergmann-Bayard &amp;quot;Mars&amp;quot; M1903]]&lt;br /&gt;
Bergmann1921.jpg|[[Bergmann-Bayard|Bergmann-Bayard M1910/21]]&lt;br /&gt;
Bergmann.jpg|[[Bergmann Model 1896]]&lt;br /&gt;
Bergmann No5.jpg|Bergmann No. 5&lt;br /&gt;
Model 60.jpg|[[Bernardelli Model 60]]&lt;br /&gt;
Bernardelli Model 69.jpg|[[Bernardelli Model 69]]&lt;br /&gt;
BernardelliP018.jpg|[[Bernardelli P-018]]&lt;br /&gt;
Bernardelli VT.jpg|Bernardelli VT&lt;br /&gt;
Bernardon-Martin M1909.jpg|[[Bernardon-Martin M1909]]&lt;br /&gt;
300px-Bersa Thunder in 380 ACP.jpg|[[Bersa Thunder 380]]&lt;br /&gt;
Boberg XR9-S.jpg|Boberg XR9-S&lt;br /&gt;
Borchardtc93.jpg|[[Borchardt C-93]]&lt;br /&gt;
Bren ten.jpg|[[Bren Ten]]&lt;br /&gt;
Browning-BDA-9mm.jpg|[[Browning BDA]]&lt;br /&gt;
BrowningBDA380.jpg|[[Browning BDA 380]]&lt;br /&gt;
Bdm 1.jpg|[[Browning BDM]]&lt;br /&gt;
BrowningBuckmark.jpg|[[Browning Buckmark Pistol]]&lt;br /&gt;
BrowningChallengerII.jpg|[[Browning Challenger II]]&lt;br /&gt;
BrowningHiPowerStd.jpg|[[Browning Hi-Power|Browning Hi-Power (Many Variants)]]&lt;br /&gt;
S&amp;amp;TTP9.jpg|[[Brügger &amp;amp; Thomet TP9]]&lt;br /&gt;
TP70.jpg|[[Budischowsky/Norton TP-70]]&lt;br /&gt;
Campo Giro Model 1913.jpg|[[Campo Giro]]&lt;br /&gt;
CaracalF.jpg|[[Caracal F]]&lt;br /&gt;
Pistol Carpati Md-74.jpg|[[Carpati Md 1974]]&lt;br /&gt;
Claridge HiTech S9.jpg|[[Claridge Hi-Tec/Goncz GA]]&lt;br /&gt;
Colt22TargetModelNew.jpg|[[Colt .22 Target Model]]&lt;br /&gt;
Colt DoubleEagle.jpg|[[Colt Double Eagle]]&lt;br /&gt;
ColtDoubleEagleOfficers.jpg|[[Colt Double Eagle Officers]]&lt;br /&gt;
CM2.jpg|[[Colt Government Model 380]]&lt;br /&gt;
ColtJunior.jpg|[[Colt Junior]]&lt;br /&gt;
Colt1902Military.jpg|[[Colt Model 1902 Pistol]]&lt;br /&gt;
ColtM1903HammerlessWoodGrips.jpg|[[Colt Model 1903/1908]]&lt;br /&gt;
Colt1903pockethammer.jpg|[[Colt Model 1903 Pocket Hammer]]&lt;br /&gt;
Colt1908.jpg|[[Colt Model 1908 Vest Pocket]]&lt;br /&gt;
CM1.jpg|[[Colt Mustang]]&lt;br /&gt;
Colt Mustung Plus II Stainless.jpg|[[Colt Mustang Plus II]]&lt;br /&gt;
Colt Pocket Nine.jpg|[[Colt Mustang|Colt Pocket Nine]]&lt;br /&gt;
ColtPony.jpg|[[Colt Pony]]&lt;br /&gt;
Coltscamp.jpg|Colt SCAMP&lt;br /&gt;
Woodsman.jpg|[[Colt Woodsman]]&lt;br /&gt;
CZ100.jpg|[[CZ 100]]&lt;br /&gt;
CzechCZ27Pistol.jpg|[[CZ 27]]&lt;br /&gt;
CZ 38 1780.jpg|[[CZ 38]]&lt;br /&gt;
CZ 45.jpg|[[CZ 45]]&lt;br /&gt;
CZ50.jpg|[[CZ 50 / CZ 70]]&lt;br /&gt;
Cz52.jpg|[[CZ 52]]&lt;br /&gt;
Cz75b9mm.jpg|[[CZ 75|CZ 75 (Many Variants)]]&lt;br /&gt;
CZ83 Pistol.jpg|[[CZ 83]]&lt;br /&gt;
CZ-Z-DUO-6,35mm-P.jpg|[[CZ DUO]]&lt;br /&gt;
Cz2000.jpg|[[CZ-G2000]]&lt;br /&gt;
CZ P-09 pistol.jpg|[[CZ-75#CZ 75 P-09|CZ P-07/P-09]]&lt;br /&gt;
CZ P-10C.jpg|[[CZ P-10C]]&lt;br /&gt;
VZ61SemiAutoPistol.jpg|[[Sa. Vz.61 Skorpion|Czech D-Technik Sa. Vz. 61]]&lt;br /&gt;
DaewooDP51.jpg|[[Daewoo K5]]&lt;br /&gt;
DavisP380.jpg|[[Davis P-32]]&lt;br /&gt;
Desert-Eagle.jpeg|[[Desert Eagle]]&lt;br /&gt;
Detonics-pocket-9.jpg|[[Detonics Pocket 9]]&lt;br /&gt;
Dreyse 1907.jpg|[[Dreyse Model 1907]]&lt;br /&gt;
EAA Witness.jpg|[[EAA Witness]]&lt;br /&gt;
Feg p9r 0.jpg|[[Browning Hi-Power#FÉG PJK-9HP|FÉG P9R]]&lt;br /&gt;
FEG PA63.jpg|[[FÉG PA-63]]&lt;br /&gt;
FEG R78.jpg|[[FÉG R78]]&lt;br /&gt;
FEG 37M 1538.jpg|[[Femaru 37M]]&lt;br /&gt;
FIE Titan 25.jpg|[[FIE Titan]]&lt;br /&gt;
FN-FiveSeven USG.jpg|[[FN Five-seveN]]&lt;br /&gt;
FN49.jpg|[[FN Forty-Nine]]&lt;br /&gt;
FNM1900.jpg|[[FN Model 1900]]&lt;br /&gt;
FN model 1905.jpg|[[FN Model 1905]]&lt;br /&gt;
FN Model 1910 1616.jpg|[[FN Model 1910/1922]]&lt;br /&gt;
FNP-9mm2Tone.jpg|[[FN FNP]]&lt;br /&gt;
Fnp9 current.jpg|[[FN FNP#FNX-9|FN FNX]]&lt;br /&gt;
Fort12-1.jpg|[[Fort-12]]&lt;br /&gt;
FORT-17.jpg|[[Fort-17]]&lt;br /&gt;
Frommer Liliput.jpg|[[Frommer Liliput]]&lt;br /&gt;
Frommer-Stop-Rightside.jpg|[[Frommer Stop]]&lt;br /&gt;
Franz Stock pistol 7.65.jpg|[[Franz Stock pistol|Franz Stock]]&lt;br /&gt;
GlisentiM1910.jpg|[[Glisenti Model 1910]]&lt;br /&gt;
Glock173rdGen.jpg|[[Glock pistol series]] (Many Variants)&lt;br /&gt;
Grand Power P1.jpg|[[Grand Power pistol series]]&lt;br /&gt;
GrendelP10.jpg|[[Grendel P-10 / P-12]]&lt;br /&gt;
Gsh18-l.jpg|[[GSh-18]]&lt;br /&gt;
HaenelShmeisserpistol.jpg|[[Haenel-Shmeisser Model I Pistol]]&lt;br /&gt;
Hamada Type Pistol.jpg|[[Hamada 7.65mm Type]]&lt;br /&gt;
H280.jpg|[[Hammerli 280]]&lt;br /&gt;
H&amp;amp;KModel4Pistol.jpg |[[Heckler &amp;amp; Koch HK4]]&lt;br /&gt;
HH45.jpg|[[Heckler &amp;amp; Koch HK45]]&lt;br /&gt;
Mk23.jpg|[[Heckler &amp;amp; Koch Mark 23]]&lt;br /&gt;
P2000 9.jpg|[[Heckler &amp;amp; Koch P2000]]&lt;br /&gt;
HK-P30.jpg|[[Heckler &amp;amp; Koch P30]]&lt;br /&gt;
P7M8Pistol.jpg|[[Heckler &amp;amp; Koch P7 pistol series]]&lt;br /&gt;
Hk-p9s-1.jpg|[[Heckler &amp;amp; Koch P9S]]&lt;br /&gt;
H&amp;amp;KSP89.jpg|[[Heckler &amp;amp; Koch SP89]]&lt;br /&gt;
Hk ucp 3.jpg|[[Heckler &amp;amp; Koch UCP]]&lt;br /&gt;
USP9mm.jpg|[[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP (Many Variants)]]&lt;br /&gt;
VP70.jpg|[[Heckler &amp;amp; Koch VP70]]&lt;br /&gt;
HK-VP9-left.jpg|[[Heckler &amp;amp; Koch VP9]]&lt;br /&gt;
Hi point.jpg|[[Hi-Point Firearms#Hi-Point Handgun|Hi-Point C9]]&lt;br /&gt;
HiStandardHD.jpg|[[High Standard HDM]]&lt;br /&gt;
Croatian-HS-98.jpg|[[Talk:Springfield Armory XD#Croatian Models|HS-95]]&lt;br /&gt;
Hudson H9.jpg|[[Hudson H9]]&lt;br /&gt;
Uzi-Pistol.jpg|[[IMI Uzi Pistol]]&lt;br /&gt;
Tec-DC9.jpg|[[Interdynamic KG-9 / Intratec TEC-9]]&lt;br /&gt;
Intratec Cat 9.jpg|[[Intratec CAT-9]]&lt;br /&gt;
Intratec TEC-22.jpg|[[Intratec TEC-22]]&lt;br /&gt;
UZI-PRO1.jpg|[[Uzi#Uzi Pro|IWI Uzi Pro Pistol]]&lt;br /&gt;
Jennings Bryco 38.jpg|[[Jennings Bryco 38]]&lt;br /&gt;
Bryco 9mm.JPG|[[Jennings Bryco 59]]&lt;br /&gt;
JenningsModelJ22.jpg|[[Jennings J-22]]&lt;br /&gt;
Jennings.jpg|[[Jennings J-25]]&lt;br /&gt;
Jericho941FullSize.jpg|[[Jericho 941]]&lt;br /&gt;
Jericho 941 RB Compct.jpg|[[Jericho 941 Compact]]&lt;br /&gt;
K9blk.jpg|[[Kahr K9]]&lt;br /&gt;
KahrP9.jpg|[[Kahr P9]]&lt;br /&gt;
Kahr T9.jpg|[[Kahr T9]]&lt;br /&gt;
P11.jpg|[[Kel-Tec P-11]]&lt;br /&gt;
Kel-tec pf9-1.jpg|[[Kel-Tec PF-9]]&lt;br /&gt;
KelTec PMR.jpg|[[Kel-Tec PMR-30]]&lt;br /&gt;
KimberWarriorII.jpg|[[Kimber 1911 Series]]&lt;br /&gt;
Kimbersolocarry.jpg|[[Kimber Solo]]&lt;br /&gt;
AP9-Pistol.jpg|[[Kimel AP-9]]&lt;br /&gt;
Kolibri.jpg|[[Kolibri Pistol]]&lt;br /&gt;
Korth-Semi-Auto.jpg|Korth Semi-Automatic&lt;br /&gt;
Korovin TK.jpg|[[Korovin TK]]&lt;br /&gt;
Hsp.jpg|[[Korriphila HSP-701]]&lt;br /&gt;
LARGrizzly Mk1.jpg|[[LAR Grizzly Pistol]]&lt;br /&gt;
Lahti L-35-1.jpg|[[Lahti L-35]]&lt;br /&gt;
LiliputPistol.jpg|[[Liliput pistol]]&lt;br /&gt;
LlamaIII-A.jpg|[[Llama Pistol Series]]&lt;br /&gt;
Lorcin.jpg|[[Lorcin L22]]&lt;br /&gt;
LorcinL25.jpg|[[Lorcin L25]]&lt;br /&gt;
LorcinL380.jpg|[[Lorcin L380]]&lt;br /&gt;
LugerP08Pistol.jpg|[[Luger P08]]&lt;br /&gt;
COLTM1911 1913.jpg|[[1911 Gallery|M1911 (MANY variants, See 1911 Gallery)]]&lt;br /&gt;
MAB Model B.jpg|[[MAB Model B]]&lt;br /&gt;
MAB-Model C.jpg|[[MAB Model C]]&lt;br /&gt;
MAB D.jpg|[[MAB Model D|MAB Model D Type I]]&lt;br /&gt;
MAB Model D Type II.jpg|[[MAB Model D|MAB Model D Type II]]&lt;br /&gt;
MAB Model R.jpg|[[MAB Model R]]&lt;br /&gt;
MAB-PA-15.jpg|[[MAB PA-15]]&lt;br /&gt;
Mas 1950.jpg|[[MAC Mle 1950]]&lt;br /&gt;
Mag08.jpg|[[MAG Pistol]]&lt;br /&gt;
MicroDE.jpg|[[Magnum Research Micro Eagle]]&lt;br /&gt;
MakarovPM.jpg|[[Makarov PM]]&lt;br /&gt;
Mannlicher-Model-1903.jpg|[[Mannlicher Model 1903]]&lt;br /&gt;
Mannlicher1905VG.jpg|[[Mannlicher Model 1905]]&lt;br /&gt;
Manufrance-Le Francais Pocket Pistol.jpg|[[Manufrance Le Francais|Manufrance Le Francais Pocket]]&lt;br /&gt;
MCM.jpg|[[Margolin MCM]]&lt;br /&gt;
Mars01.jpg| [[Mars Automatic Pistol]]&lt;br /&gt;
MAS M1935S.JPG|[[MAS M1935S]]&lt;br /&gt;
Mpa10sst.jpg|[[MAC-10#MPA10SST|MasterPiece Arms MPA10SST]]&lt;br /&gt;
C96Pistol.jpg|[[Mauser C96|Mauser C96 (and variants)]]&lt;br /&gt;
Mauser HSC.jpg|[[Mauser HSc]]&lt;br /&gt;
MauserM1910.jpg|[[Mauser Pocket Pistol]]&lt;br /&gt;
Mauser WTP I.jpg|[[Mauser WTP]]&lt;br /&gt;
Gyrojetpistol.jpg|[[MBA Gyrojet]]&lt;br /&gt;
Menz Model II.jpg|[[Menz Model II]]&lt;br /&gt;
Mp444.jpg|[[MP-444 Bagira]]&lt;br /&gt;
Tuma-MTE-224.jpg|[[MTE 224 V]]&lt;br /&gt;
Margolin Margo.jpg|[[MTsM-K &amp;quot;Margo&amp;quot;]]&lt;br /&gt;
NAA-380GUARDIAN-1-.jpg|[[NAA Guardian]]&lt;br /&gt;
NambuType14Pistol.jpg|[[Nambu Type 14]]&lt;br /&gt;
Nambu-TypeA.jpg|[[Nambu Type A 1902]]&lt;br /&gt;
QSZ-92.jpg|[[Norinco QSZ-92]]&lt;br /&gt;
Type 64 Pistol.jpg|[[Norinco Type 64 Pistol|Norinco Type 64]]&lt;br /&gt;
Ortgies Pocket Automatic 25.jpg|[[Ortgies Pocket Pistol]]&lt;br /&gt;
OTs-23 Drotik.jpg|[[OTs-23 Drotik]]&lt;br /&gt;
Ots27.jpg|[[OTs-27 Berdysh]]&lt;br /&gt;
OTs-33 automatic pistol.jpg|[[OTs-33 Pernach]]&lt;br /&gt;
OTs-21 Malysh.jpg|OTs-21 Malysh&lt;br /&gt;
PolishP64.jpg|[[P-64]]&lt;br /&gt;
P-83 Wanad.jpg|[[P-83 Wanad]]&lt;br /&gt;
ParaOrdnanceP14.jpg|[[Para-Ordnance 1911 Series]]&lt;br /&gt;
ParviniPC9.jpg|[[Pardini PC/GT]]&lt;br /&gt;
Bayard 1908 Pocket.jpg|[[Pieper Bayard 1908]]&lt;br /&gt;
Phoenix Arms HP22A 5 inch 3 spare.jpg|Phoenix Arms HP22A&lt;br /&gt;
Croatian-PHP-MV.jpg|PHP&lt;br /&gt;
PL-14 Lebedev.jpg|[[PL-14 Lebedev]]&lt;br /&gt;
Povzbroj PS-97 Arrow.jpg|[[Povzbroj PS-97 Arrow]]&lt;br /&gt;
Ragunpistol.jpg|[[PR-15 Ragun]]&lt;br /&gt;
Psmp.jpg|[[PSM pistol]]&lt;br /&gt;
Pistol Russian PSS in 7.62x41mm SP-4 special purpose noiseless cartridge.jpg|[[PSS Silent Pistol]]&lt;br /&gt;
PistoletWZ35 RADOM.jpg|[[Vis wz. 35]]&lt;br /&gt;
RavenMP25.jpg|[[Raven Arms MP-25]]&lt;br /&gt;
RemingtonM51.jpg|[[Remington Model 51]]&lt;br /&gt;
RemingtonR51.jpg|Remington R51&lt;br /&gt;
RP9.jpg|Remington RP&lt;br /&gt;
Lunde Rohrbaugh R9.jpg|[[Rohrbaugh R9]]&lt;br /&gt;
Rothsteyr07.jpg|[[Roth-Steyr M1907]]&lt;br /&gt;
Garate Ruby R.jpg|[[Ruby Pistol]]&lt;br /&gt;
188452 ts.jpg|[[Ruger 22 Charger]]&lt;br /&gt;
Ruger 2245 target.jpg|[[Ruger 22/45]]&lt;br /&gt;
RugerLCP.jpg|[[Ruger LCP]]&lt;br /&gt;
RugerKP89.jpg|[[Ruger P-series pistol#Ruger P89|Ruger P89]]&lt;br /&gt;
RugerP94.jpg|[[Ruger P-series pistol#Ruger P94|Ruger P94]]&lt;br /&gt;
Kp95.jpg|[[Ruger P-series pistol#Ruger P95|Ruger P95]]&lt;br /&gt;
Ruger P345 stainless.jpg|[[Ruger P-series pistol#Ruger P345|Ruger P345]]&lt;br /&gt;
RugerMkIIIBlued.jpg|[[Ruger Mk I / Mk II / Mk III Pistol]]&lt;br /&gt;
Ruger-SR9.jpg|[[Ruger SR9]]&lt;br /&gt;
Ruger-SR9CWaterMarked.jpg|[[Ruger SR9c]]&lt;br /&gt;
Security9.jpg|Ruger Security-9&lt;br /&gt;
SACM-M1935A.jpg|[[SACM M1935A]]&lt;br /&gt;
Sauer 1930.jpg|[[Sauer 1930]]&lt;br /&gt;
Sauer38H.jpg|[[Sauer 38H]]&lt;br /&gt;
Sauer 1913.jpg|[[Sauer Model 1913]]&lt;br /&gt;
Savage1907.jpg|[[Savage 1907]]&lt;br /&gt;
Schonberger-Laumann.jpg|Schonberger-Laumann M1892&lt;br /&gt;
Schwarzlose 1908.jpg|Schwarzlose Model 1908&lt;br /&gt;
SeecampLWS-32.jpg|[[Seecamp LWS]]&lt;br /&gt;
Serdyukov SPS.jpg|[[Serdyukov SPS]]&lt;br /&gt;
P210-2.jpg|[[SIG P210]]&lt;br /&gt;
Gsg9-1.jpg|[[SIG Pro]]&lt;br /&gt;
SIG MPX K.jpg|[[SIG-Sauer MPX|SIG-Sauer MPX-K]]&lt;br /&gt;
SIGP220R Standard.jpg|[[SIG-Sauer P220 pistol series|SIG-Sauer P220 pistol series (MANY variants)]]&lt;br /&gt;
SigP230SS.jpg|[[SIG-Sauer P230]]&lt;br /&gt;
SIGSauerP238.jpg|[[SIG-Sauer P238]]&lt;br /&gt;
P250-F-Nitron-detail-L.jpg|[[SIG-Sauer P250]] (and variants)&lt;br /&gt;
SIGP320.jpg|[[SIG-Sauer P320]]&lt;br /&gt;
SIG P365.jpg|[[SIG-Sauer P365]]&lt;br /&gt;
Maxim9.jpg|[[SilencerCo Maxim 9]]&lt;br /&gt;
Spectre HC.jpg|[[Spectre M4|SITES Spectre-HC]]&lt;br /&gt;
S&amp;amp;W 1006.jpg|[[Smith &amp;amp; Wesson 1006]]&lt;br /&gt;
S&amp;amp;W M1076.jpg|[[Smith &amp;amp; Wesson 1076]]&lt;br /&gt;
Swmod1913.jpg|[[Smith &amp;amp; Wesson 1913]]&lt;br /&gt;
Smith&amp;amp;Wesson22A.jpg|Smith &amp;amp; Wesson 22A&lt;br /&gt;
S&amp;amp;W39.jpg|[[Smith &amp;amp; Wesson 39]]&lt;br /&gt;
3913.jpg|[[Smith &amp;amp; Wesson 3913]]&lt;br /&gt;
S&amp;amp;W Model 3913.jpg|[[Smith &amp;amp; Wesson 3913 LS &amp;quot;Ladysmith&amp;quot;]]&lt;br /&gt;
Sw3913NL.jpg|[[Smith &amp;amp; Wesson 3913NL]]&lt;br /&gt;
Smith &amp;amp; Wesson 3914.jpg|[[Smith &amp;amp; Wesson 3914 LS &amp;quot;Ladysmith&amp;quot;]]&lt;br /&gt;
S&amp;amp;W 4006.jpg|[[Smith &amp;amp; Wesson 4006]]&lt;br /&gt;
S&amp;amp;w4046.jpg|[[Smith &amp;amp; Wesson 4046]]&lt;br /&gt;
SMITH &amp;amp; WESSON MODEL 439.jpg|[[Smith &amp;amp; Wesson 439]]&lt;br /&gt;
Smith &amp;amp; Wesson 4505.jpg|[[Smith &amp;amp; Wesson 4505]]&lt;br /&gt;
S&amp;amp;W4506 PF BruceW.jpg|[[Smith &amp;amp; Wesson 4506]]&lt;br /&gt;
S&amp;amp;W4506.jpg|[[Smith &amp;amp; Wesson 4506|Smith &amp;amp; Wesson 4506-1]]&lt;br /&gt;
S&amp;amp;W4566side.jpg|[[Smith &amp;amp; Wesson 4566]]&lt;br /&gt;
S&amp;amp;W 4566 TSW.jpg|[[Smith &amp;amp; Wesson 4566|Smith &amp;amp; Wesson 4566TSW]]&lt;br /&gt;
Smith &amp;amp; Wesson 457.jpg|[[Smith &amp;amp; Wesson 457]]&lt;br /&gt;
S&amp;amp;W459.jpg|[[Smith &amp;amp; Wesson 459]]&lt;br /&gt;
S W 469.jpg|[[Smith &amp;amp; Wesson 469]]&lt;br /&gt;
Smith-and-Wesson-Model-52-2-A6486.jpg|[[Smith &amp;amp; Wesson 52]]&lt;br /&gt;
S&amp;amp;W 539.jpg|[[Smith &amp;amp; Wesson 539]]&lt;br /&gt;
Smith &amp;amp; Wesson 59.jpg|[[Smith &amp;amp; Wesson 59]]&lt;br /&gt;
S&amp;amp;W5906EarlyModel.jpg|[[Smith &amp;amp; Wesson 5906]] (early model)&lt;br /&gt;
S&amp;amp;W5906LateModel.jpg|[[Smith &amp;amp; Wesson 5906]] (late model)&lt;br /&gt;
S&amp;amp;W5946.jpg|[[Smith &amp;amp; Wesson 5946]]&lt;br /&gt;
S&amp;amp;W639 ResDog MWte.jpg|[[Smith &amp;amp; Wesson 639]]&lt;br /&gt;
S&amp;amp;W645 DJohnson MVice.jpg|[[Smith &amp;amp; Wesson 645]]&lt;br /&gt;
S&amp;amp;W659 RD-MrPink.jpg|[[Smith &amp;amp; Wesson 659]]&lt;br /&gt;
S&amp;amp;W61Escort.jpg|[[Smith &amp;amp; Wesson 61 Escort]]&lt;br /&gt;
Smith &amp;amp; wesson model 669.jpg|[[Smith &amp;amp; Wesson 669]]&lt;br /&gt;
S&amp;amp;W6906 TUS.jpg|[[Smith &amp;amp; Wesson 6900 pistol series]]&lt;br /&gt;
S&amp;amp;W915.jpg|[[Smith &amp;amp; Wesson 915]]&lt;br /&gt;
M945 l.jpg|[[Smith &amp;amp; Wesson 945]]&lt;br /&gt;
SWBodyguard380.jpg|[[Smith &amp;amp; Wesson Bodyguard 380]]&lt;br /&gt;
S&amp;amp;W CS45.jpg|[[Smith &amp;amp; Wesson CS 45]]&lt;br /&gt;
S&amp;amp;W M&amp;amp;P 9mm.jpg|[[Smith &amp;amp; Wesson M&amp;amp;P]]&lt;br /&gt;
Smith&amp;amp;WessonM&amp;amp;PCompact.jpg|[[Smith &amp;amp; Wesson M&amp;amp;Pc (Compact)]]&lt;br /&gt;
S&amp;amp;WSigma9F.jpg|[[Smith &amp;amp; Wesson Sigma]]&lt;br /&gt;
SW380.jpg|[[Smith &amp;amp; Wesson Sigma SW380 (Compact)]]&lt;br /&gt;
Sw99 small.jpg|[[Smith &amp;amp; Wesson SW99]]&lt;br /&gt;
Smith-&amp;amp;-Wesson-SW990L.jpg|[[Smith &amp;amp; Wesson SW990L Compact]]&lt;br /&gt;
Barak01.jpg|[[SP-21 Barak]]&lt;br /&gt;
Sphinx 3000.jpg|[[Sphinx 3000]]&lt;br /&gt;
Sphinx AT 2000P.jpg|[[Sphinx AT 2000]]&lt;br /&gt;
Sphinx-AT380.jpg|[[Sphinx AT380]]&lt;br /&gt;
Springtfield-1911.jpg|[[Springfield Armory 1911 Series]]&lt;br /&gt;
SpringfieldXD45.jpg|[[Springfield Armory XD|HS2000 / Springfield Armory XD (and variants)]]&lt;br /&gt;
Star30M.jpg|[[Star 30M]]&lt;br /&gt;
Star Firestar M-43.jpg|[[Star Firestar]]&lt;br /&gt;
Star-Megastar.jpg|[[Star Megastar]]&lt;br /&gt;
Star 1914.jpg|[[Star Model 1914]]&lt;br /&gt;
StarModel30P.jpg|[[Star Model 30P]]&lt;br /&gt;
StarPistolB.jpg|[[Star Model B]]&lt;br /&gt;
Star BKS.jpg|[[Star Model BKS]]&lt;br /&gt;
Star BM.jpg|[[Star Model BM]]&lt;br /&gt;
StarC.jpg|[[Star Model C]]&lt;br /&gt;
Star p.jpg|[[Star Model-P]]&lt;br /&gt;
B-super-large.jpg|[[Star Model Super]]&lt;br /&gt;
StarPD.jpg|[[Star PD]]&lt;br /&gt;
Star Second Model I.jpg|Star Second Model I&lt;br /&gt;
Ultrastar 9 1-1-.jpg|[[Star Ultrastar]]&lt;br /&gt;
Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|[[Stechkin APS]]&lt;br /&gt;
SterlingMkII.jpg|[[Sterling Arms Model 400]]&lt;br /&gt;
Sterlington Armas Pistol.jpg|[[Sterling Model 302]]&lt;br /&gt;
SteyrGB.jpg|[[Steyr GB]]&lt;br /&gt;
SteyrM9A1.jpg|[[Steyr M pistol series]]&lt;br /&gt;
Steyr 1913 cal 32 autor collectorsfirearms-04.jpg|[[Steyr M1908]]&lt;br /&gt;
Steyr-Pieper M1909 Right Side.jpg|[[Steyr-Pieper M1909]]&lt;br /&gt;
SteyerHahn1913Pistol.jpg|[[Steyr M1912]]&lt;br /&gt;
SteyrSPPPistl.jpg|[[Steyr SPP]]&lt;br /&gt;
FIETitanII.jpg|[[Tanfoglio Titan II]]&lt;br /&gt;
Tanfoglio TZ75.jpg|[[Tanfoglio TZ-75]]&lt;br /&gt;
Taurus Curve.jpg|[[Taurus Curve]]&lt;br /&gt;
TaurusPT111MilleniumProBlack.jpg|[[Taurus Millennium Pro]]&lt;br /&gt;
Taurus 247Nickel.jpg|[[Taurus PT 24/7]]&lt;br /&gt;
TaurusPT57S.jpg|[[Taurus PT57]]&lt;br /&gt;
PT 587.jpg|[[Taurus PT 58]]&lt;br /&gt;
Taurus911.jpg|[[Taurus PT911]]&lt;br /&gt;
Taurus92NoRails.jpg|[[Taurus PT92]]&lt;br /&gt;
PT940SS.jpg|[[Taurus PT940]]&lt;br /&gt;
PT945B.jpg|[[Taurus PT945]]&lt;br /&gt;
KRISS KARD.jpg|[[TDI Kard]]&lt;br /&gt;
KRISS-SDP.jpg|[[TDI Vector|TDI SDP]]&lt;br /&gt;
Zigana m16.jpg|[[TiSAS Zigana]]&lt;br /&gt;
TT-33.jpg|[[Tokarev TT-33 Pistol|Tokarev TT]]&lt;br /&gt;
Type 67.jpg|[[Type 67 silenced pistol]]&lt;br /&gt;
Type77.jpg|[[Type 77]]&lt;br /&gt;
Nambu Type 94.jpg|[[Type 94 pistol]]&lt;br /&gt;
Unique Bcf-66.jpg|[[Unique Bcf-66]]&lt;br /&gt;
Unique-Model-D6.jpg|[[Unique Model D]]&lt;br /&gt;
Unique Model 52.jpg|[[Unique Model L]]&lt;br /&gt;
Unique Rr-51.jpg|[[Unique Rr 51|Unique Model 17/Unique Rr 51]]&lt;br /&gt;
USFA ZiP Gun.jpg|USFA ZiP Gun&lt;br /&gt;
Varan PMX-90.jpg|[[Varan PMX-90]]&lt;br /&gt;
Vbr-b-compact.jpg|[[VBR-Belgium PDW]]&lt;br /&gt;
VectorCP1PistolOtherSide.jpg|[[Vektor CP1]]&lt;br /&gt;
Vektor SP.jpg|[[Vektor SP1]]&lt;br /&gt;
Vektor-Z-88.jpg|[[Vektor Z88]]&lt;br /&gt;
Walther CCP.jpg|[[Walther CCP]]&lt;br /&gt;
Walther-Creed.jpg|[[Walther Creed]]&lt;br /&gt;
WGSP.jpg|[[Walther GSP]]&lt;br /&gt;
Walther Model 2.jpg|[[Walther Model 2]]&lt;br /&gt;
Walther mod 4.jpg|[[Walther Model 4]]&lt;br /&gt;
Walther model 8.jpg|[[Walther Model 8]]&lt;br /&gt;
Walther model 9.jpg|[[Walther Model 9]]&lt;br /&gt;
WaltherP22.jpg|[[Walther P22]]&lt;br /&gt;
Mauser-P38.jpg|[[Walther P38]]&lt;br /&gt;
WaltherP88.jpg|[[Walther P88]]&lt;br /&gt;
WaltherP99 twotoneA.jpg|[[Walther P99]]&lt;br /&gt;
WaltherP99C.jpg|[[Walther P99C (Compact)]]&lt;br /&gt;
Walther PK380.jpg|[[Walther PK380]]&lt;br /&gt;
Walther-PP-Post-War.jpg|[[Walther PP Pistol Series#Walther PP|Walther PP]]&lt;br /&gt;
Walther PP SUPER.jpg|[[Walther PP Pistol Series#Walther PP|Walther PP Super]]&lt;br /&gt;
WaltherPPK.jpg|[[Walther PP Pistol Series#Walther PPK|Walther PPK]]&lt;br /&gt;
WaltherPPKS.jpg|[[Walther PP Pistol Series#Walther PPK/S|Walther PPK/S]]&lt;br /&gt;
Walther-PPX-threaded.jpg|Walther PPX&lt;br /&gt;
PPS.jpg|[[Walther PPS]]&lt;br /&gt;
Walther PPQ.jpg|[[Walther PPQ]]&lt;br /&gt;
WaltherSSP.jpg|Walther SSP&lt;br /&gt;
WaltherTPH.jpg|[[Walther TPH]]&lt;br /&gt;
NewWeb.jpg|[[Webley &amp;amp; Scott Mk I]]&lt;br /&gt;
Wyoming Arms 45 Cal Stainless Steel Pistol.jpg|[[Wyoming Arms Parker S.S. Pistol]]&lt;br /&gt;
MP433Grach.jpg|[[Yarygin PYa]]&lt;br /&gt;
Cz99-1.jpg|[[Zastava CZ99]]&lt;br /&gt;
ZastavaPistol.jpg|[[Zastava M88]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Flare Pistols=&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;FLARE PISTOLS&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=4&amp;gt;&lt;br /&gt;
Brescia Model 00 flare pistol.jpg|Brescia Model 00&lt;br /&gt;
H&amp;amp;R M5 Flare.jpg|[[Harrington &amp;amp; Richardson M5 Flare Gun]]&lt;br /&gt;
H&amp;amp;R MK VI.jpg|[[Harrington &amp;amp; Richardson Mark VI Flare Gun]]&lt;br /&gt;
Hebel Model 1894 Flare Gun (26.5mm).jpg|[[Hebel Flare Pistol Model 1894]]&lt;br /&gt;
H&amp;amp;K P2A1.JPG|[[Heckler &amp;amp; Koch P2A1 Flare Pistol]]&lt;br /&gt;
Walther Kampfpistole.jpg|[[Leuchtpistole]]&lt;br /&gt;
Kimar Very flare pistol.jpg|[[Kimar Very Flare Pistol]]&lt;br /&gt;
LW flare.jpg|[[Krieghoff Model L]]&lt;br /&gt;
LP42.jpg|[[LP-42 Flare Pistol]]&lt;br /&gt;
M8FlarePistol.jpg|[[M8 flare pistol]]&lt;br /&gt;
Mayday Distress Signal Pistol.jpg|[[Mayday Distress Signal Pistol]]&lt;br /&gt;
OSSh42 Flare Pistol.jpg|OSSh-42 Flare Pistol&lt;br /&gt;
OSP-30.jpg|[[OSP-30 Flare Pistol]]&lt;br /&gt;
Orion Flare gun.jpg|[[12 Gauge Orion Flare Gun|Orion Flare Gun (12 Gauge)]]&lt;br /&gt;
ORION 25mm.jpg|[[25mm Orion Flare Gun|Orion Flare Gun (25mm)]]&lt;br /&gt;
Remington Mark III Signal Pistol.jpg|[[Remington Mark III Flare Pistol]]&lt;br /&gt;
SP81.jpg|[[SP81|SP81 Flare Pistol]]&lt;br /&gt;
SPSh Flare Pistol.jpg|[[SPSh Flare Pistol]]&lt;br /&gt;
Type 53 FG right.jpg|[[Type 53 Flare Gun]]&lt;br /&gt;
Type90Version3Flare.jpg|[[Type 90 Signal Pistol]]&lt;br /&gt;
Vz 30 flare pistol.jpg|[[Vz. 30 Flare Pistol]]&lt;br /&gt;
Walther Model SLD.jpg|[[Walther Model SLD]]&lt;br /&gt;
Webley &amp;amp; Scott MkIII Signal.jpg|[[Webley &amp;amp; Scott Signal Pistols|Webley &amp;amp; Scott Signal Pistols (And Variants)]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Legal &amp;quot;Pistols&amp;quot;=&lt;br /&gt;
&lt;br /&gt;
These weapons satisfy the (US) legal definition of a &amp;quot;pistol&amp;quot;, but fire rifle-caliber rounds, and therefore are actually semi-automatic compact carbines. Do NOT categorize these pages with &amp;lt;nowiki&amp;gt;[[Category:Pistol]]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- THIS TABLE ALLOWS FOR THE TITLE AND FOR CAPTION ALIGNMENT --&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|&amp;lt;div style=font-size:300%&amp;gt;LEGALLY CONSIDERED AS PISTOLS&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align=center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- START OF GALLERY --&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=4&amp;gt;&lt;br /&gt;
BushmasterArmpistol1.jpg|[[Bushmaster Arm Pistol]]&lt;br /&gt;
Bushmaster Carbon 15 Type 97 Pistol.jpg|[[Bushmaster Carbon 15]]&lt;br /&gt;
Romanian AK Draco Pistol.jpg|[[Draco Pistol]]&lt;br /&gt;
SA 58 Pistol.jpg|[[FN FAL#DSA SA58 Pistol|DSA SA58 Pistol]]&lt;br /&gt;
FightLite Raider.jpg|[[FightLite Raider]]&lt;br /&gt;
IverJohnsonEnforcerPistol.jpg|[[Iver Johnson Enforcer Pistol]]&lt;br /&gt;
Galil ACE GAP39SB.jpg|[[Galil ACE|IWI Galil ACE Pistol]]&lt;br /&gt;
PLR2.jpg|[[Kel-Tec PLR-16]]&lt;br /&gt;
AAA SAP.jpg|[[T2 MK5|Leader Dynamics T2 MK5 SAP]]&lt;br /&gt;
Oa-93-full.jpg|[[Olympic Arms OA-93]]&lt;br /&gt;
PTR 32P PDW R.jpg|[[PTR 32P PDW R]]&lt;br /&gt;
RoAr Pistol.jpg|[[Rocky Mountain Arms Patriot]]&lt;br /&gt;
MCX Rattler PSB.jpg|[[SIG-Sauer MCX#SIG-Sauer MCX Rattler|SIG-Sauer MCX Rattler PSB]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ironsight&amp;diff=1316439</id>
		<title>Ironsight</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ironsight&amp;diff=1316439"/>
		<updated>2019-12-18T06:49:24Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* TDI Kard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Ironsight&lt;br /&gt;
|picture=Ironsight-logo.jpg&lt;br /&gt;
|caption=Logo&lt;br /&gt;
|series=&lt;br /&gt;
|date=2018 (Open Beta)&lt;br /&gt;
|developer=Wimple Games&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher=Aeria Games&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ironsight''''' is a South Korean free-to-play first-person shooter, originally only available in South Korea. The game was globally released later in 2018.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] is available for 2300 GP for one day or permanently for 12000.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|400px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[File:Ironsight Px4 Storm.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] is available for 2300 GP for one day or permanently for 12000. The description erroneously states that it uses an 8-ich barrel while it's actually modelled with a 6-inch.&lt;br /&gt;
[[Image:Pythstainless6.jpg|thumb|400px|none|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:Ironsight Python.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;TAC-OPS&amp;quot;==&lt;br /&gt;
The &amp;quot;TAC-OPS&amp;quot; appears to be a modified tactical [[M1911 pistol series|M1911]] modeled after Tokyo Marui airsoft M1911s, and is the default secondary given to players. It also appears in Mission: EMP used by Sentinel drones when the player walks up close to them.&lt;br /&gt;
[[File:TM Foliage.jpg|400px|thumb|none|Tokyo Marui Foliage Warrior - 6mm BB]]&lt;br /&gt;
[[File:Ironsight TAC-OPS.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight TAC-OPS First Person.jpg|thumb|600px|none|First person view of the TAC-OPS.]]&lt;br /&gt;
[[File:Ironsight TAC-OPS ADS.jpg|thumb|600px|none|Aiming the TAC-OPS.]]&lt;br /&gt;
[[File:Ironsight TAC-OPS Reload.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:Ironsight TAC-OPS Inspection.jpg|thumb|600px|none|The player inspects the TAC-OPS.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is available for 2300 GP for one day or permanently for 12000.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:Ironsight Desert Eagle.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] is available for 2300 GP for one day or permanently for 12000. Similarly to Black Ops II, it fires in automatic rather than semi-automatic.&lt;br /&gt;
[[File:KRISS KARD.jpg|thumb|none|400px|TDI Kard - .45 ACP]]&lt;br /&gt;
[[File:Ironsight KARD.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
The game classifies the PDR-C as an SMG and treated it as such, even though it uses a rifle round.&lt;br /&gt;
&lt;br /&gt;
==AR-57==&lt;br /&gt;
The [[AR-57]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:AR-57.jpg|thumb|none|400px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:Ironsight AR-57.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight AR-57 First Person.jpg|thumb|600px|none|First person view of the AR-57.]]&lt;br /&gt;
[[File:Ironsight AR-57 ADS.jpg|thumb|600px|none|Aiming the AR-57.]]&lt;br /&gt;
[[File:Ironsight AR-57 Reload.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:Ironsight AR-57 Inspection.jpg|thumb|600px|none|The player inspects the AR-57.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] is available for 4200 GP for one day or permanently for 20000. Its stock cannot be unfolded.&lt;br /&gt;
[[Image:Mp9tmp.jpg|thumb|none|400px|Brügger &amp;amp; Thomet MP9 - 9x19mm]]&lt;br /&gt;
[[File:Ironsight MP9.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for 4200 GP for one day or permanently for 20000, a variant called Chapeau Bleu appears as one of the login rewards and features a unique reload animation.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[File:Ironsight P90 TR.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] is available for 4200 GP for one day or permanently for 20000, it was also given to new players as a temporary weapon to use.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[File:G&amp;amp;G TGM A5 Retractable.jpg|thumb|none|400px|G&amp;amp;G TGM A5 Retractable Airsoft Gun.]]&lt;br /&gt;
[[File:Ironsight MP5 A5.jpg|thumb|600px|none]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is available for 4200 GP for one day or permanently for 20000. Despite being modelled with a 40-round magazine, the MP7 in-game only has 30 rounds.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎|thumb|none|451px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:Ironsight MP7A1.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] is available for 4200 GP for one day or permamently for 20000.&lt;br /&gt;
[[File:LWRC SMG-45.jpg|thumb|400px|none|LWRC SMG-45 with red dot sight - .45 ACP]]&lt;br /&gt;
[[File:Ironsight LWRC 45.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight LWRC 45 First Person.jpg|thumb|none|600px|First person view of the LWRC.]]&lt;br /&gt;
[[File:Ironsight LWRC 45 ADS.jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File:Ironsight LWRC 45 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ironsight LWRC 45 Inspection.jpg|thumb|none|600px|The player inspects the LWRC.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Ironsight Vector.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight Vector First Person.jpg|thumb|none|600px|First person view of the Vector.]]&lt;br /&gt;
[[File:Ironsight Vector ADS.jpg|thumb|none|600px|Aiming the Vector.]]&lt;br /&gt;
[[File:Ironsight Vector Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ironsight Vector Inspection.jpg|thumb|none|600px|The player inspects the Vector.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is available for 4200 for one day or permanently for 20000.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|450px|none|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:Ironsight PP-2000.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==PP-90M1==&lt;br /&gt;
The [[PP-90M1]] is available for 4200 for one day or permanently for 20000. The in-game PP-90M1 only carries half of its magazine capacity, having 32 rounds instead of the usual 64 rounds.&lt;br /&gt;
[[Image:Pp90m1-2.jpg|thumb|none|400px|PP-90M1 with 64-round helical magazine - 9x19mm]]&lt;br /&gt;
[[File:Ironsight PP-90M1.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
The game classifies the shotguns as secondary weapons instead of primaries. Like the other secondaries, they cannot be customized.&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is available for 2300 GP for one day or permanently for 12000.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Ironsight SPAS-12.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight SPAS-12 First Person.jpg|thumb|600px|none|First person view of the SPAS-12.]]&lt;br /&gt;
[[File:Ironsight SPAS-12 ADS.jpg|thumb|600px|none|Aiming the SPAS-12.]]&lt;br /&gt;
[[File:Ironsight SPAS-12 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ironsight SPAS-12 Pumping.jpg|thumb|none|600px|Pumping.]]&lt;br /&gt;
[[File:Ironsight SPAS-12 Inspection.jpg|thumb|none|600px|The player inspects the SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] is available 2300 GP for one day or permanently for 12000.&lt;br /&gt;
[[Image:Jackhammer.jpg‎|400px|thumb|none|Pre-production Pancor Jackhammer - proprietary 12 gauge]]&lt;br /&gt;
[[File:Ironsight Jackhammer.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The [[AK-12]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[File:AK-12 2013.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2013 prototype]]&lt;br /&gt;
[[File:Ironsight AK-12.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:AK-47_type_II_Part_DM.jpg|thumb|none|450px|Type II AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:Ironsight AK-47.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is available for 4200 GP for one day or permanently for 20000, it only fires in its 2-round burst mode. Adding any sights will not remove the front sight.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Ironsight AN-94.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight AN-94 First Person.jpg|thumb|none|600px|First person view of the AN-94.]]&lt;br /&gt;
[[File:Ironsight AN-94 ADS.jpg|thumb|none|600px|Aiming the AN-94.]]&lt;br /&gt;
[[File:Ironsight AN-94 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ironsight AN-94 Inspection.jpg|thumb|none|600px|The player inspects the AN-94.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] is available for 4200 GP for one day or permanently for 20000, it also appears in the first tutorial mission used by Sarah.&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|450px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Ironsight ARX160.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight Sarah with ARX-160.jpg|thumb|600px|none|Sarah with her ARX-160.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg‎‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ironsight SA58 OSW.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2C==&lt;br /&gt;
The [[Daewoo K2C]] is the default weapon given to players and appears in Mission: EMP used by Sentinel drones. The K2C is also used by the player in the first tutorial mission with a Monitor Sight.&lt;br /&gt;
[[Image:Daewoo K2C.jpg|thumb|none|450px|Daewoo K2C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ironsight K2C.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight K2C First Person.jpg|thumb|600px|none|First person view of the K2C.]]&lt;br /&gt;
[[File:Ironsight K2C ADS.jpg|thumb|600px|none|Aiming the K2C.]]&lt;br /&gt;
[[File:Ironsight K2C Inspection.jpg|thumb|600px|none|The player inspects the K2C.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]], referred to as a G2 in-game, is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:FAMAS F2.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Ironsight FAMAS G2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ironsight SCAR-H.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight SCAR-H First Person.jpg|thumb|none|600px|First person view of the SCAR-H.]]&lt;br /&gt;
[[File:Ironsight SCAR-H ADS.jpg|thumb|none|600px|Aiming the SCAR-H.]]&lt;br /&gt;
[[File:Ironsight SCAR-H Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ironsight SCAR-H Inspection.jpg|thumb|none|600px|The player inspects the SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available for 4200 GP for one day or permanently for 20000. A unique version of the G36C called the Atrium is also available.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ironsight G36C.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is one of two DMRs available in game, the M39 being the second. It's available for for 4200 GP for one day or permanently for 20000. &lt;br /&gt;
[[Image:Hk417 16in.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ironsight HK417.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight HK417 First Person.jpg|thumb|none|600px|First person view of the HK417.]]&lt;br /&gt;
[[File:Ironsight HK417 ADS.jpg|thumb|none|600px|Aiming the HK417.]]&lt;br /&gt;
[[File:Ironsight HK417 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ironsight HK417 Inspection.jpg|thumb|none|600px|The player inspects the HK417.]]&lt;br /&gt;
&lt;br /&gt;
==M39 Enhanced Marksman Rifle==&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle]] is one of the two DMRs available in game, the HK417 being the first. It's available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ironsight M39 EMR.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 723==&lt;br /&gt;
The [[Colt Model 723]] appears as the &amp;quot;Training M4&amp;quot;, it's hidden and only appears when the player equips a weapon with 0 durability or an expired timed weapon. The equipped weapon will turn into the Training M4 the moment the player enters a game. It cannot use any attachments.&lt;br /&gt;
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt Model 723 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4 ACC-M&amp;quot;==&lt;br /&gt;
An [[M4A1]] model primarily based on a Tokyo Marui airsoft M4A1 appears as the ACC-M (Advanced Colt Carbine-Monolithic). It's available for 4200 GP for one day or permanently for 20000 and appears in Mission: EMP, used by Sentinel drones.&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg|thumb|none|450px|'''Airsoft''' Tokyo Marui M4A1 S-System]]&lt;br /&gt;
[[File:Ironsight M4 ACC-M.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight M4 ACC-M First Person.jpg|thumb|600px|none|First Person view of the M4 ACC-M.]]&lt;br /&gt;
[[File:Ironsight M4 ACC-M ADS.jpg|thumb|600px|none|Aiming the M4 ACC-M.]]&lt;br /&gt;
[[File:Ironsight M4 ACC-M Reload.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:Ironsight M4 ACC-M Inspection.jpg|thumb|600px|none|The player inspects the M4 ACC-M.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:PDR-C (Airsoft).jpg|thumb|none|400px|Magpul PTS PDR Airsoft Gun]]&lt;br /&gt;
[[File:Ironsight PDR-C.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==MSBS-5.56B Grot==&lt;br /&gt;
The [[MSBS Series|MSBS-5.56B Grot]] is available for 4200 for one day or permanently for 20000.&lt;br /&gt;
[[file:Msbs-5.45B - 2014.JPG|thumb|none|450px|MSBS-5.56B Grot (2014-2015 model) - 5.56x45mm]]&lt;br /&gt;
[[File:Ironsight MSBS 556B.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available for 4200 GP for one day or permanently for 20000, a variant called Dragon Fang appears as one of the login rewards with a unique reload animation.&lt;br /&gt;
[[File:SG 553.jpg|thumb|401px|none|Swiss Arms (formerly SIG Arms) SG 553 SB (Short Barrel) - 5.56x45mm]]&lt;br /&gt;
[[File:Ironsight SG553.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight SG553 First Person.jpg|thumb|600px|none|First person view of the SG553.]]&lt;br /&gt;
[[File:Ironsight SG553 ADS.jpg|thumb|600px|none|Aiming the SG553.]]&lt;br /&gt;
[[File:Ironsight SG553 Reload.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:Ironsight SG553 Inspection.jpg|thumb|600px|none|The player inspects the SG553.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is available for 4200 GP for one day or permanently for 20000. It's also featured in Mission: EMP, used by Sentinel drones later in the mission.&lt;br /&gt;
[[file:6.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC, 18-inch barrel with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm.]]&lt;br /&gt;
[[File:Ironsight AUG A3.jpg|thumb|600px|none]]&lt;br /&gt;
[[File:Ironsight AUG A3 First Person.jpg|thumb|none|600px|First person view of the AUG A3.]]&lt;br /&gt;
[[File:Ironsight AUG A3 ADS.jpg|thumb|none|600px|Aiming the AUG A3.]]&lt;br /&gt;
[[File:Ironsight AUG A3 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ironsight AUG A3 Inspection.jpg|thumb|none|600px|The player inspects the AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[Tavor TAR-21]] is available for 4200 GP for one day or permanently for 20000, it appears in Mission: EMP, used by Sentinel drones.&lt;br /&gt;
[[Image:Tar1.jpg|thumb|none|450px|Airsoft Ares Tavor TAR-21]]&lt;br /&gt;
[[File:Ironsight TAR-21.jpg|thumb|600px|none]]&lt;br /&gt;
[[File:Ironsight TAR-21 First Person.jpg|thumb|600px|none|First person view of the TAR-21.]]&lt;br /&gt;
[[File:Ironsight TAR-21 ADS.jpg|thumb|none|600px|Aiming the TAR-21.]]&lt;br /&gt;
[[File:Ironsight TAR-21 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ironsight TAR-21 Inspection.jpg|thumb|none|600px|The player inspects the TAR-21.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:MG3 Black furniture.jpg|thumb|none|400px|MG3 Machine Gun - 7.62x51mm NATO. Note the black furniture]]&lt;br /&gt;
[[File:Ironsight MG3.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
== M249==&lt;br /&gt;
The [[M249]] is available as the MK46, which likely refers to the [[Mk 46 Mod 0]]. It has the Mk 46's heat shield, but also the M249's STANAG adaptor. It is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:Ironsight MK46.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:Ironsight PKP.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==STK Ultimax 100 Mark 8==&lt;br /&gt;
The [[Ultimax 100|STK Ultimax 100 Mark 8]] is available for 4200 GP for one day or permanently for 20000. It uses Beta C-Mag drum magazines.&lt;br /&gt;
[[File:STK Ultimax 100 MK8.jpg|thumb|450px|none|STK Ultimax Mark 8 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ironsight Ultimax 100.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Blaser R93==&lt;br /&gt;
The [[Blaser R93]] is available for 4200 GP for one day or permanently for 20000, it appears in Mission: EMP, used Sentinel sniper drones.&lt;br /&gt;
[[Image:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser R93 LRS2 Precision Sniper Rifle - .338 Lapua Magnum. This rifle has a Harris Bipod mounted.]] &lt;br /&gt;
[[File:Ironsight Blaser R93.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Ironsight Blaser R93 First Person.jpg|thumb|600px|none|First person view of the Blaser R93.]]&lt;br /&gt;
[[File:Ironsight Blaser R93 ADS.jpeg|thumb|600px|none|Aiming the Blaser R93.]]&lt;br /&gt;
[[File:Ironsight Blaser R93 Bolt Cycling.jpg|thumb|600px|none|Bolt cycling.]]&lt;br /&gt;
[[File:Ironsight Blaser R93 Reload.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:Ironsight Blaser R93 Inspection.jpg|thumb|600px|none|The player inspects the Blaser R93.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CF-X50&amp;quot;==&lt;br /&gt;
The CF-X50 appears to be a fictional, futurized model of the [[Barrett M95]] and is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:Barrett m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:Ironsight CF-X50.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==DSR-Precision DSR-1==&lt;br /&gt;
The [[DSR-Precision DSR-1]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|450px|none|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ironsight DSR-1.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is available for 4200 GP for one day or permanently for 20000. It has a wooden furniture and buying it with a camo or skin will cover it. Incorrectly has 10 rounds in the 5-round magazine it's modelled with.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ironsight PSG-1.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is available for 4200 GP for one day or permanently for 20000.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[File:Ironsight SVD.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
All of the available launchers in-game are treated as secondary weapons, having EMP capabilities with the exception of the M320, being the only one that uses regular rounds.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available for 2300 GP for one day or permanently for 12000.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler &amp;amp; Koch M320 - 40x46mm]]&lt;br /&gt;
[[File:Ironsight M320 GLM.jpg|thumb|600px|none]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14 MGL==&lt;br /&gt;
The [[Milkor MGL|Mark 14 MGL]] appears as the EMP MSGL was added via the content update &amp;quot;Downtown&amp;quot; on July 6th, making it the first weapon to appear in a update. Like the EMP Launcher, it fires EMP rounds. It's available for 2300 GP for one day or permanently for 12000.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|450px|none|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:Ironsight EMP MSGL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] appears as the EMP Launcher, it's modified to fire EMP warheads as supposed to traditional ones. It's available for 2300 GP for one day or permanently for 12000.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:Ironsight EMP Launcher.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
Throwables and explosives can only be bought for temporary use, the maximum days that a player can have these are 11 days in total for 11500 GP.&lt;br /&gt;
==&amp;quot;M14&amp;quot; Frag Grenade==&lt;br /&gt;
A fictional frag grenade, the M14 as seen on the shell, is available by default for all players. It cannot be cooked and won't explode until the player throws it.&lt;br /&gt;
[[File:Ironsight_Frag_Grenade.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Ironsight Frag Grenade Pulling Pin.jpg|thumb|none|600px|The player pulls the pin and about to throw the M14 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] appears as a fictional M19 model.&lt;br /&gt;
[[File:M18red.jpg|150px|thumb|none|M18 smoke grenade]]&lt;br /&gt;
[[File:Ironsight_Smoke_Grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is available by default for all players and appears as the Flash Grenade.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Ironsight_Flash_Grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] appears as a futurized model and simply refered as the Claymore.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:Ironsight_Claymore.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Ironsight Claymore Planted.jpg|thumb|none|600px|A claymore planted by a teammate.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted=&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
An [[M134 Minigun]] is mounted on a Metal Reaper drone's left arm that can be called in and controlled by the player for a short amount of time.&lt;br /&gt;
[[File:M134.JPG|thumb|400px|none|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ironsight_Metal_Reaper_M134.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Ironsight_Metal_Reaper_M134_First_Person.jpg|thumb|none|600px|The player controlling a Metal Reaper.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
An [[M61 Vulcan]] is mounted on a Hellbird drone, like the Reaper, can be controlled by the player.&lt;br /&gt;
[[File:M61_Vulcan_machine_gun.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Ironsight_Hellbird_M61_Vulcan.jpg|thumb|none|600px|Curiously, someone already overheated the Vulcan before being deployed.]]&lt;br /&gt;
[[File:Ironsight_Hellbird_M61_Vulcan_First_Person.jpg|thumb|none|600px|The player controlling a Hellbird.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Combat Crossbow==&lt;br /&gt;
A Combat Crossbow appears as a secondary weapon and is available for 2300 GP for one day or permanently for 12000.&lt;br /&gt;
[[File:Ironsight Combat Crossbow.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ghost_Recon:_Future_Soldier&amp;diff=1316438</id>
		<title>Ghost Recon: Future Soldier</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ghost_Recon:_Future_Soldier&amp;diff=1316438"/>
		<updated>2019-12-18T06:49:15Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* TDI Kard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ghost Recon: Future Soldier&lt;br /&gt;
|picture = GRFW.jpg&lt;br /&gt;
|caption =  ''Official Box Art''&lt;br /&gt;
|series= Ghost Recon&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Ubisoft&lt;br /&gt;
|platforms=PlayStation 3&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=Stealth / Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Tom Clancy's Ghost Recon: Future Soldier ''''' is a third-person tactical shooter video game published by Ubisoft and was released for the PlayStation 3, Xbox 360 and PC in 2012. In the game, the player assumes the role of Staff Sergeant John Kozak, who is one of the four Ghosts tasked to find the killers of a four-man Ghost team call-signed &amp;quot;Predator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Future Soldier features some of the deepest weapon customization ever seen in a video game. Parts that can be customized include: optics, triggers, magazines, under-barrel attachments, side-rail attachments, gas systems, barrel lengths, muzzle attachments, buttstocks, and paint schemes.&lt;br /&gt;
&lt;br /&gt;
'''The following guns appear in the video game ''Ghost Recon: Future Soldier'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Chiappa Rhino 60DS==&lt;br /&gt;
A [[Chiappa Rhino#Chiappa Rhino 60DS|Chiappa Rhino 60DS]] appears as the &amp;quot;Wild Boar&amp;quot; in the game. It is used by Bodark Scouts. Can be modified with AP ammo, red dot sight, under-barrel laser and match trigger. Initially required unlocking through the Ghost Recon Network website on PC and 360, and was unavailable on PlayStation 3; as of an update, the multiplayer version has been unlocked for all players on both consoles, with the singleplayer version still available on PC and 360 through GRN.&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:GRFS-Chiappa-1.jpg|thumb|none|600px|Weapon selection view. Note how the gun lacks the vent holes. Another thing is that &amp;quot;Boar 40M&amp;quot; is written on the barrel, however it clearly has a 6&amp;quot; inch barrel.]]&lt;br /&gt;
[[Image:GRFS Boar 2.jpg|thumb|none|600px|Kozak holds a Rhino with an under-barrel laser sight.]]&lt;br /&gt;
[[Image:GRFS Boar 3.jpg|thumb|none|600px|Kozak covers the rest of the team with his &amp;quot;Boar&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FNP#FNP-45 Tactical|FN FNP-45 Tactical]] appears as &amp;quot;45T&amp;quot; in the game. It is one of the sidearms of the Ghost Team in MP. It is also the starting sidearm in Guerrilla mode. Can be fitted with a red dot sight, suppressor, laser sight and/or AP ammo.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP.]]&lt;br /&gt;
[[Image:Future Soldier FN FNP-45 Tactical 1.jpg|thumb|none|601px|Weapon selection view. As seen here, camouflage applies only to the frame, the slide and magazine base plate retain the black color.]]&lt;br /&gt;
[[Image:Future Soldier FN FNP-45 Tactical 4.jpg|thumb|none|601px|Kozak resupplies at an ammo crate. Crates like this appear in all three game modes.]]&lt;br /&gt;
[[Image:Future Soldier FN FNP-45 Tactical 5.jpg|thumb|none|601px|Kozak takes aim with a modded FNP-45T after getting knocked down by an enemy &amp;quot;RPG&amp;quot;.]]&lt;br /&gt;
[[Image:GRFS 45T 4.jpg|thumb|none|601px|Kozak quickly interrogates the Watchgate leader. He will always pull out a FNP-45T in this cutscene, even if he had a different secondary weapon selected.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] is known as &amp;quot;5.7 USG&amp;quot; in the game and features a custom compensator. Is portrayed with a 30-round magazine, but holds only 18 bullets, probably to balance it out with the [[GSh-18]]. Can be fitted with a red dot sight and armor piercing ammo, laser, but no suppressor. Like the Chiappa Rhino, it was initially only available on PC and 360 through the Ghost Recon Network website, before an update gave it to all players on both 360 and PS3 for multiplayer.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|Five-seveN FDE - 5.7x28mm]]&lt;br /&gt;
[[Image:GRFS-Five7-1.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS 57 2.jpg|thumb|none|600px|Kozak scans the area for additional hostiles with the Five-seveN at the ready.]]&lt;br /&gt;
[[Image:GRFS 57 3.jpg|thumb|none|600px|Dagestan, Asia. The Ghosts enter the room with the prisoner. Kozak shoots the first bad guy with a Five-seveN...]]&lt;br /&gt;
[[Image:GRFS 57 4.jpg|thumb|none|600px|... and seconds later takes out a hostile behind the desk. All this while covering Sergeant Osadze from enemy bullets.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
The [[GSh-18]] is one of the Team Bodark's handguns. Upgrades include a red dot sight, suppressor, armor piercing ammo, and laser sight.&lt;br /&gt;
[[File:Gsh18-l.jpg|thumb|none|351px|GSh-18 - 9x19mm]]&lt;br /&gt;
[[Image:GRFS-GSh18.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS GSh 1.jpg|thumb|none|600px|Kozak opens fire with the GSh.]]&lt;br /&gt;
[[Image:GRFS GSh 3.jpg|thumb|none|600px|Kozak prepares to rescue Paez.]]&lt;br /&gt;
[[Image:GRFS GSh 2.jpg|thumb|none|600px|Kozak reloads a GSh-18 equipped with a sound suppressor, mini red dot sight, and under-barrel laser sight.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] is one of the Bodark team's handguns, listed as the &amp;quot;MP-412&amp;quot;. This is one of the four &amp;quot;hidden&amp;quot; weapons of the game. Originally unlocked for all modes by finishing at least one mission in ''Ghost Recon Commander'', a free Facebook game, as of update 1.6 it is now automatically unlocked for all players in multiplayer; with the removal of ''Ghost Recon Commander'' from Facebook, it can no longer be unlocked in campaign, and is now only temporarily available in that mode from a single weapon crate near the end of the first ''Raven Strike'' DLC mission. The MP-412 can be modified with armor piercing ammo, red dot sight, under-barrel laser and match trigger.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|351px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:GRFS REX 1.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[File:GRFS REX 2.jpg|thumb|none|600px|Kozak takes aim with an MP-412 REX revolver.]]&lt;br /&gt;
[[File:GRFS REX 3.jpg|thumb|none|600px|Midway through the reloading animation of the REX.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-33 Pernach==&lt;br /&gt;
The [[OTs-33 Pernach]] is known as &amp;quot;OTS-33&amp;quot; in the game. Uses 18-round magazines by default, a 27-round mag can also be unlocked. The OTs-33 is the only handgun in the game that can have an extended magazine attachment.&lt;br /&gt;
[[File:OTs-33 automatic pistol.jpg|thumb|none|350px|OTs-33 Pernach - 9x18mm]]&lt;br /&gt;
[[Image:GRFS-OTs33.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS OTs33 1.jpg|thumb|none|600px|Kozak shoots up the marketplace with a full-auto OTs-33 pistol. Note how the hammer actually hits the firing pin during the shots. This is also greatly visible while in ADS.]]&lt;br /&gt;
[[Image:GRFS OTs33 2.jpg|thumb|none|600px|Kozak reloads the OTs-33. In contrast to the correct hammer animations, reloading this weapon (and all other semi-auto handguns) immediately has the slide lock on empty, despite basically every other weapon type having different or extended animations for reloading from empty.]]&lt;br /&gt;
[[Image:GRFS OTs33 3.jpg|thumb|none|600px|Iron sights of the OTs-33, as Kozak tries to shoot a goon with an RPG.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is known as &amp;quot;Defender&amp;quot; in the game. Can be modified with a laser sight, red dot sight, armor piercing ammunition and match trigger. The third weapon unlocked through the Ghost Recon Network website, and like the others an update made it available to all players on both consoles for multiplayer, with the singleplayer version still available on PC and 360 through GRN.&lt;br /&gt;
[[File:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45LC]]&lt;br /&gt;
[[Image:GRFS-Judge-1.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS Judge 2.jpg|thumb|none|600px|View through the mini red dot attached to the Judge.]]&lt;br /&gt;
[[Image:GRFS Judge 3.jpg|thumb|none|600px|Kozak reloads the Judge after clearing the camp.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT 24/7==&lt;br /&gt;
A wallpaper for Windows is unlockable through uPlay, featuring 30K holding a First Generation [[Taurus PT 24/7]] in 9x19mm.&lt;br /&gt;
[[Image:Taurus 247.jpg|thumb|none|350px|Taurus PT 24/7-40B  - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:GRFS Taurus PT24-7 9mm HQ.jpg|thumb|none|600px|While it is marketed as a &amp;quot;Theme for PC&amp;quot;, it is actually just a wallpaper in different sizes from 800x600 to 2,560x1,600. The X360 and PS3 users can download a dashboard featuring different images.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] is one of Team Ghost's handguns. Can be fitted with a suppressor, match trigger, red dot sight, laser sight, and AP ammo. Holds 15 rounds.&lt;br /&gt;
[[File:KRISS KARD.jpg|thumb|none|350px|TDI Kard - .45 ACP]]&lt;br /&gt;
[[Image:GRFS-Kard.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS Kard 3.jpg|thumb|none|600px|Kozak tests the Kard at the shooting range. While some weapons are locked in Story mode or multi-player until accomplishing some task (story) or reaching a specific rank (multi), they can be tried in their default form at the shooting range without unlocking them first.]]&lt;br /&gt;
[[Image:GRFS Kard 2.jpg|thumb|none|600px|Kozak reloads the Kard.]]&lt;br /&gt;
&lt;br /&gt;
==X26 Taser==&lt;br /&gt;
The [[Taser#X26|X26 Taser]] appears as an under-barrel attachment for assault rifles (but not for the so called &amp;quot;Personal Defense Rifles&amp;quot;). Both Ghosts and Bodark use this attachment. The X26 does not make an appearance in the Story or Guerrilla modes. It would be redundant, as it is used to stun an enemy and then hack his Augmented Reality software, which no enemies for the vast majority of either mode are using.&lt;br /&gt;
[[Image:Taser X26 (X-Rail mount).jpg|thumb|none|400px|A compact AR-15 carbine fitted with a Taser X26 with Taser International's proprietary X-Rail mount.]]&lt;br /&gt;
[[Image:GRFS X26 1.jpg|thumb|none|600px|Weapon selection view of the X26, without the manufacturer logo of course.]]&lt;br /&gt;
[[Image:GRFS X26 2.jpg|thumb|none|600px|An X26 Taser mounted on an Adaptive Combat Rifle.]]&lt;br /&gt;
[[Image:GRFS X26 3.jpg|thumb|none|600px|A Bodark rifleman reloads the X26 Taser mounted on his CZ 805 BREN assault rifle.]]&lt;br /&gt;
&lt;br /&gt;
==X3 Taser==&lt;br /&gt;
The [[Taser#Taser_X3.2FX2|X3 Taser]] appears as a secondary weapon in the multiplayer part of the game, used by both factions. Referred to as &amp;quot;Stun Gun&amp;quot;. It is depicted to be a single-shot weapon, whereas the real X3, as the name suggests, holds 3 cartridges at a time. After the X3 is fired, the player's character will replace all three cartridges during the reload.&lt;br /&gt;
[[File:Taser x3.jpg|thumb|none|400px|X3 Taser]]&lt;br /&gt;
[[Image:GRFS X3 1.jpg|thumb|none|600px|All-black X3 Taser during equipment selection.]]&lt;br /&gt;
[[Image:GRFS X3 2.jpg|thumb|none|600px|Messing around with an X3 Taser at the shooting range.]]&lt;br /&gt;
[[Image:GRFS X3 3.jpg|thumb|none|600px|Reloading animation of the X3 Taser.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns can be described as weapons perfect for the &amp;quot;spray-and-pray&amp;quot; technique. They offer less stopping power than the rifles or machine guns, but are also more accurate when going &amp;quot;Rock and Roll&amp;quot; and generally have faster rates of fire. The barrel length of the SMGs cannot be changed.&lt;br /&gt;
&lt;br /&gt;
Submachine guns, just like sniper rifles, can be fitted with an OTR (Optical Target Recognition) Scanner, that spots enemies by finding their heat signals. This is a side rail attachment, similar to the Heartbeat Sensor, that can be mounted on ARs and MGs (Story mode only).&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Steyr TMP#Brügger &amp;amp; Thomet MP-9|Brügger &amp;amp; Thomet MP9]] is added as a new Ghost SMG in the &amp;quot;Arctic Strike&amp;quot; DLC. The MP9 features 30-round magazines and a side-mounted rail where a laser sight or OTR scanner can be attached. The MP9's front grip cannot be changed, unlike the MP7A1, which comes with a rail system under the barrel. This is weird considering how the MP9N with an under-barrel Picatinny rail existed at this point in time - or that the concurrent ''[[Ghost Recon: Phantoms|Ghost Recon Online]]'' featured a full-auto-converted TP9 for its underbarrel rail. The stock can be folded, but a fixed one is not available.&lt;br /&gt;
[[Image:B&amp;amp;T-MP9.jpg|thumb|none|400px|Brügger &amp;amp; Thomet MP9 - 9x19mm]]&lt;br /&gt;
[[Image:GRFS-AS MP9 1.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS-AS MP9 2.jpg|thumb|none|600px|Kozak pulls the charging handle of the MP9.]]&lt;br /&gt;
[[Image:GRFS-AS MP9 3.jpg|thumb|none|600px|View of the iron sights of the MP9.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears as &amp;quot;Skorpion&amp;quot; in the game. Holds only 20 rounds in the 30-rounder magazine. The Scorpion can accept dual magazines. Used by Team Bodark in MP. During a mission, GhostLead gives Georgian Special Forces Sergeant Osadze an unmodified Scorpion SMG.&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|none|400px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[Image:GRFS-EVO3.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS Skorp 1.jpg|thumb|none|601px|Kozak takes cover when he gets suppressed by an enemy light machine gunner.]]&lt;br /&gt;
[[Image:GRFS Skorpion 3.jpg|thumb|none|601px|Kozak opens fire with a CZ Scorpion Evo 3 A1 submachine gun.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90#P90 TR|FN P90 TR]] is one of the Ghosts' submachine guns. Appears simply as &amp;quot;P90&amp;quot;. The stock, factory angled grip, and barrel lengths are unalterable. Can have a semi-auto, full-auto, or 2-stage trigger, but the match trigger is not available.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[Image:GRFS-P90TR.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS P90 3.jpg|thumb|none|601px|Kozak waiting for GhostLead to stack up on a door.]]&lt;br /&gt;
[[Image:GRFS P90 2.jpg|thumb|none|601px|Kozak reloads a suppressed P90 TR he took from a conveniently placed weapon crate.]]&lt;br /&gt;
[[Image:GRFS P90 4.jpg|thumb|none|601px|Kozak opens fire with a P90 TR submachine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[MP7|H&amp;amp;K MP7A1]] appears in the game as the &amp;quot;MP7&amp;quot;. It is one of the Ghost Scouts' weapons in MP. Interestingly, when the 3-round burst trigger group is selected, the magazine capacity is reduced to 39 rounds. The folding fore-grip was replaced with a rail system, as in ''[[Warface]]''. Interesting fact is that two years after the release of this game (in 2014), H&amp;amp;K introduced the MP7A2, which comes with a triple-rail handguard, like the one seen in the game.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[Image:GRFS-MP7A1.jpg|thumb|none|600px|The MP7A1 during weapon selection.]]&lt;br /&gt;
[[Image:GRFS-MP7.jpg|thumb|none|601px|Kozak engages an African rebel with a suppressed MP7A1.]]&lt;br /&gt;
[[Image:GRFS MP7 3.jpg|thumb|none|600px|Kozak holds a suppressed MP7A1 during the prison infiltration level of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The 9x18mm [[Izhmash PP-19 Bizon|Izhmash PP-19 Bizon-2]] appears with a side-folding stock, which of course, can be folded. The gun is fitted with back-up iron sights by default, even though the iron sights are also present unaltered. Due to the position of the magazine, this weapon cannot accept any under-barrel attachments. Referred to as &amp;quot;PP19&amp;quot;.&lt;br /&gt;
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock in folded position - 9x18mm Makarov]]&lt;br /&gt;
[[Image:GRFS-Bizon.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS PP19 2.jpg|thumb|none|601px|Kozak fires a PP-19 Bizon-2 SMG modded with a Kobra red dot sight and custom paint.]]&lt;br /&gt;
[[Image:GRFS Bizon 1.jpg|thumb|none|601px|Kozak reloads his customized PP-19 Bizon-2.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe JS 9mm==&lt;br /&gt;
The [[QCW-05#Jianshe JS 9mm|JS 9mm]] is added as a new Bodark SMG in the &amp;quot;Arctic Strike&amp;quot; DLC. The stock and the front grip cannot be changed, and also cannot use dual magazines. Initially held only 20 rounds instead of the correct 30, though after a patch the capacity was increased.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|400px|Jianshe JS - 9x19mm]]&lt;br /&gt;
[[Image:GRFS-AS Type05 1.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS-AS Type05 3.jpg|thumb|none|600px|Kozak fires the Jianshe JS SMG.]]&lt;br /&gt;
[[Image:GRFS-AS Type05 2.jpg|thumb|none|600px|View of the default iron sights of the JS.]]&lt;br /&gt;
[[Image:GRFS QCW05 1.jpg|thumb|none|600px|A Bodark Scout wields a suppressed JS submachine gun. This is a promotional image of the DLC pack, also showing one of the new levels.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is used by Team Bodark in the MP part of the game. Utilizes 44-round magazines. During the mission &amp;quot;Gallant Thief&amp;quot;, Kozak gives President Volodin a unique PP-2000 with a Kobra red dot sight and 20-round magazine. The PP-2000 is also used by some of the HVT's (High Value Target) during the last mission, &amp;quot;Shattered Mountain&amp;quot;, and the unique one with a 20-round mag is also given to a Russian general rescued in the first mission of the ''Raven Strike'' DLC.&lt;br /&gt;
[[Image:Pp-2000.jpg|thumb|none|400px|KBP PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm]]&lt;br /&gt;
[[Image:GRFS-PP2000.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS PP2000 2.jpg|thumb|none|600px|Kozak hands over a PP-2000 fitted with a 20-round magazine, Kobra RDS and folded stock to President Volodin during the prison infiltration level.]]&lt;br /&gt;
[[Image:GRFS PP2000 3.jpg|thumb|none|600px|Iron sights of the PP-2000.]]&lt;br /&gt;
[[Image:GRFS PP2000 4.jpg|thumb|none|600px|Kozak test-fires a PP-2000 with a Thermal Optic and the stock folded.]]&lt;br /&gt;
[[Image:GRFS PP2000 5.jpg|thumb|none|600px|Kozak reloads a PP-2000 SMG with a sound suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is one of the usable submachine guns in the game. In Story mode it is the preferred weapon of Cpt. Cedric &amp;quot;GhostLead&amp;quot; Ferguson, usually fitted with a red dot scope and sound suppressor. For some reason it holds only 28 rounds in the 30-rounder magazine.&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with foregrip - .45 ACP]]&lt;br /&gt;
[[Image:GRFS-Vector-ConceptArt.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS-ACR&amp;amp;Vector-2.jpg|thumb|none|600px|GhostLead with a suppressed TDI Vector.]]&lt;br /&gt;
[[Image:GRFS Vector 3.jpg|thumb|none|600px|Kozak covers the path for President Volodin inside the Russian prison.]]&lt;br /&gt;
[[Image:GRFS Vector 4.jpg|thumb|none|600px|GhostLead with his signature Vector SMG.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
Assault rifles are used by riflemen in the MP. ARs have the most attachments in the game, including bipods and Grippods (also available for machine guns). They can also mount five unique under-barrel launchers, EMP launcher, explosive grenade launcher, smoke grenade launcher, under-barrel semi-automatic shotgun, or taser (MP only).&lt;br /&gt;
&lt;br /&gt;
Some compact assault rifles are labeled as PDRs, or Personal Defense Rifles. These give more maneuverability to the player, at the cost of range and sometimes stopping power. Personal Defense Rifles cannot be fitted with quad-stack or drum magazines (although the Magpul PDR can take a 30-round PMag), only with dual mags or mags containing armor piercing ammo. They cannot be equipped with under-barrel launchers, a bipod or Grippod, and the optic attachment cannot be a thermal or Backscatter optic. The barrel length of the PDRs cannot be changed.&lt;br /&gt;
&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[A-91|5.56A-91]] appears as &amp;quot;A-91&amp;quot; in the game. This designation is misleading, as it refers to the non-export 7.62x39mm version. The default version of the weapon comes without the grenade launcher part, just like in ''[[Battlefield 3]]''. The gun cannot take any other under-barrel attachments, such as a grip or the shotgun. Only the three types of grenade launchers can be attached to it. The stock and barrel are also unalterable.&lt;br /&gt;
[[Image:A91.jpg|400px|thumb|none|5.56A-91 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS-556A-91.jpg|thumb|none|601px|Weapon Selection view. Note the 5.56x45mm magazine, and that the grenade launcher is reattached.]]&lt;br /&gt;
[[Image:GRFS 556A91 2.jpg|thumb|none|600px|Kozak covers Sergeant Osadze with a 5.56A-91 fitted with a Kobra red dot sight.]]&lt;br /&gt;
[[Image:GRFS A91 2.jpg|thumb|none|600px|View through the iron sights of the 5.56A-91. As this image shows, the optical camo does not affect the weapons' sights, or the reticle of the scopes.]]&lt;br /&gt;
[[Image:GRFS A91 3.jpg|thumb|none|600px|Kozak kills an African bad guy with the 5.56A-91 rifle.]]&lt;br /&gt;
[[Image:GRFS A91 1.jpg|thumb|none|600px|Kozak reloads the 5.56A-91.]]&lt;br /&gt;
&lt;br /&gt;
==AK-200==&lt;br /&gt;
The AK-200 (prototype version of the [[AK-12]] rifle) appears as &amp;quot;AK-200&amp;quot; in the game, fitted with a Tapco folding stock. Its extended magazines option depicts the newly designed 60-round quad stack magazine rather than the dual-drum magazines most other assault rifles can use, however the model simply uses a 30-round Tapco magazine which has been bulged out to resemble the profile of the 60-round magazine.&lt;br /&gt;
[[File:AK200 photo shop.jpg|401px|thumb|none|AK-200 - 7.62x39mm &amp;lt;br&amp;gt;(Photoshopped image of an [[AK-103]])]]&lt;br /&gt;
[[Image:GRFS-AK200.jpg|thumb|none|601px|Weapon Selection view of the AK-200 fitted with a Tapco folding stock.]]&lt;br /&gt;
[[Image:GRFS-AK2.jpg|thumb|none|601px|Kozak fires an AK-200 rifle at a bad guy.]]&lt;br /&gt;
[[Image:GRFS AK200 2.jpg|thumb|none|601px|Kozak aims down the iron sights of the AK-200 and shoots a bad guy. As the HUD shows, the AK-200 is pretty much always found with a 60-round quad stack magazine.]]&lt;br /&gt;
[[Image:GRFS AK200 3.jpg|thumb|none|601px|Even though a fixed stock is also available, the AK-200 is always seen with a Tapco folding stock in Story mode. This is because the fixed stock is considered to be one of the best weapon attachments, and can only be unlocked after completing the 3 hardest challenges in the game.]]&lt;br /&gt;
[[Image:GRFS AK200 4.jpg|thumb|none|601px|Kozak waiting for extraction with an AK-200 in hands.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is one of the four pre-order bonus weapons, available for use by Bodark riflemen. It is incorrectly listed as the &amp;quot;[[AK-47|AK47]]&amp;quot;. It features a RIS handguard, short barrel, folding sights, custom flash hider, and side-folding wire stock (fixed also available). Has similar attachments like the AK-200; the only difference is that the AKM can use 75-round drum mags, while the AK-200 uses 60-round quad-stack box magazines. It is the only one of the four pre-order weapons regularly available to the player regardless if they preordered the game, as most enemies utilize this weapon.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|400px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:GRFS AKM 1.jpg|thumb|none|600px|Kozak holds a customized AKM fitted with a CZ 805 G1 under-barrel grenade launcher. This is the standard barrel length for the AKM.]]&lt;br /&gt;
[[Image:GRFS AKM 2.jpg|thumb|none|600px|Kozak opens fire with the AKM.]]&lt;br /&gt;
[[Image:GRFS AKM 3.jpg|thumb|none|600px|Kozak takes cover when he gets suppressed by an enemy auto-turret.]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
The [[AKMSU]] is a PDR used heavily by enemies during the Story mode. It is mistakenly called &amp;quot;[[AKS-74U]]&amp;quot; in the game. Can be fitted with dual mags, various optics, muzzle attachments and foregrips. It is also possible to choose [[AK-74M]] style full stock in both folded and unfolded position. Gabriel Paez carries an AKMSU with the stock folded during the first mission. Dede Macaba carries a gold-plated AKMSU with the stock folded during the second mission.&lt;br /&gt;
[[File:AKPDW01.jpg|thumb|400px|none|AKMSU with RIS handguard- 7.62x39mm]]&lt;br /&gt;
[[Image:GRFS-AKMSU.jpg|thumb|none|600px|Weapon selection view. Even though Bodark weapons have unique optics, the foregrip attachments are the same as those of the Ghosts.]]&lt;br /&gt;
[[File:GRFS AKMS promo.jpg|thumb|600px|none|A Ghost surprises a guard from behind. This is a promo image.]]&lt;br /&gt;
[[Image:GRFS AKMSU 1.jpg|thumb|none|600px|Some of the hitmen sent after Gabriel Paez looking for their target with AKMSUs in hand.]]&lt;br /&gt;
[[Image:GRFS AKMSU 2.jpg|thumb|none|600px|Kozak takes cover and reloads the AKMSU he got from a dead guy. With no magazine inserted, the AKMSU can be mistaken for an AKS-74U.]]&lt;br /&gt;
[[Image:GRFS AKMSU 3.jpg|thumb|none|600px|Kozak takes out a Pakistani bad guy with his modded AKMSU during a slow-mo breach event. It is worth noting that during these events it is impossible to use the guns' sights.]]&lt;br /&gt;
[[Image:GRFS AKMSU 5.jpg|thumb|none|600px|Kozak fires an AKMSU equipped with a sound suppressor, AFG, 4x zoom Tac Scope, and full stock.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94 &amp;quot;Abakan&amp;quot;==&lt;br /&gt;
The [[AN-94]] is used by Russian Ultranationalists. In MP, it is used by Team Bodark. Can be fitted with semi-auto, full-auto, match, or the infamous 2-round burst fire modes. Features the original-model stock, which in reality prevented right-handed shooters from being able to actually reach the trigger with their trigger finger when it was folded (necessitating a switch to an [[RPK]]-like stock in later models), but despite this the weapon can be fired just fine by the right-handed characters when the stock is folded. The length of the barrel cannot be modified, but the muzzle brake can be changed. Also can accept a 75-round drum mag, or two magazines taped together.&lt;br /&gt;
[[Image:An94-1.jpg|400px|thumb|none|Izhmash AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:GRFS-Abakan.jpg|thumb|none|601px|Weapon Selection view of the AN-94 fitted with a Kobra red dot sight, under-barrel EMP launcher (which, strangely enough, is a CZ 805 G1, rather than the more appropriate [[GP-30]]), and dual magazines.]]&lt;br /&gt;
[[Image:GRFS AN94 1.jpg|thumb|none|600px|Kozak with an AN-94 rifle.]]&lt;br /&gt;
[[Image:GRFS AN94 4.jpg|thumb|none|600px|Kozak disrupts a friendly soccer match with a suppressed AN-94 rifle. Note the magazine canted several degrees to the right.]]&lt;br /&gt;
[[Image:GRFS AN94 2.jpg|thumb|none|600px|View of the iron sights of the AN-94.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN==&lt;br /&gt;
The [[CZ 805 BREN]] is added in the &amp;quot;Arctic Strike&amp;quot; DLC, listed as the &amp;quot;S805&amp;quot;. Some sources also call it the CZ805. It can be fitted with a 75-round drum magazine like the Ghosts' ACR.&lt;br /&gt;
[[File:CZ805bren-a1.jpg|thumb|none|400px|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS-AS 805 1.jpg|thumb|none|600px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS-AS 805 2.jpg|thumb|none|600px|Kozak fires a suppressed 805 BREN during the last mission &amp;quot;Shattered Mountain&amp;quot;.]]&lt;br /&gt;
[[Image:GRFS-AS BREN 2.jpg|thumb|none|600px|Kozak reloads a BREN fitted with a 805 G1 grenade launcher, heartbeat sensor, and Backscatter scope.]]&lt;br /&gt;
&lt;br /&gt;
==DS Arms SA58 OSW==&lt;br /&gt;
The [[FN FAL#DSA SA58 OSW|DS Arms SA58 OSW]] is classified as a PDR and it is used by Team Bodark. In the Guerrilla mode, a suppressed SA58 OSW with full-auto trigger group is the starting weapon, along with an FNP-45T pistol.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|400px|DS Arms SA58 OSW with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRFS-SA58OSW.jpg|thumb|none|602px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS SA58 2.jpg|thumb|none|601px|SA58 OSW with Kobra red dot sight during a slow-mo breach.]]&lt;br /&gt;
[[Image:GRFS SA58 3.jpg|thumb|none|601px|Kozak prepares to perform a Sync Shot. Sync Shot is a feature very similar to the Mark &amp;amp; Execute in ''[[Splinter Cell: Conviction]]'', however there is no melee kill requirement and no restriction on the number of marks based on your weapon, thus four bad guys can be marked each and every time.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L22A2==&lt;br /&gt;
The modified version of the [[Enfield L85 rifle series#L22#L22A2|Enfield L22A2]] featuring a MIL-STD-1913 sight rail and a slightly lengthened barrel and handguard appears. It is classified as a PDR, used by Ghosts in MP. Being a bullpup weapon, the buttstock of the rifle cannot be altered.&lt;br /&gt;
[[Image:Sa80A2-l22a2.jpg|400px|thumb|none|L22A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:GRFS-L22A2.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS L22A1 2.jpg|thumb|none|600px|Kozak reloads his suppressed L22A2. Again, note the excellent trigger discipline.]]&lt;br /&gt;
[[Image:GRFS L22A1 3.jpg|thumb|none|600px|Kozak stacks up on a door.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] with &amp;quot;Tactical&amp;quot; handguard is added as a Ghost assault rifle in the &amp;quot;Arctic Strike&amp;quot; DLC. The stock and the barrel length cannot be modified. The gun incorrectly mounts the FN 40GL grenade launcher (developed for the SCAR family) instead of the GL-1.&lt;br /&gt;
[[Image:FN F2000 tactical.jpg|400px|thumb|none|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FN FS2000 RIS.jpg|400px|thumb|none|FN FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS-AS F2000 1.jpg|thumb|none|601px|Weapon Selection view of an F2000 Tactical with Magpul AFG. The rifle features a tri-rail forend made by FN.]]&lt;br /&gt;
[[Image:GRFS F2000 1.jpg|thumb|none|600px|A Ghost takes cover with an F2000 Tactical rifle.]]&lt;br /&gt;
[[Image:GRFS-AS F2000 2.jpg|thumb|none|600px|Kozak fires the F2000 Tactical. Note the casings correctly ejecting from the front of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[MK 16|FN SCAR-L]] with EOTech holographic sight, custom pistol grip, and what looks like a laser sight mounted under the barrel is seen on the installation menu (PC).&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|400px|thumb|none|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS Mk16.jpg|600px|thumb|none|Installation menu of the game.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H CQC]] is added in the &amp;quot;Arctic Strike&amp;quot; DLC. It is classified as a Ghost PDR and is equipped with the sliding stock of the [[FN_SCAR#FN_SCAR_PDW|SCAR PDW]]. Referred to as &amp;quot;Mk17&amp;quot;.&lt;br /&gt;
[[Image:2fff2537c0.jpg|400px|thumb|none|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRFS-AS Mk17 1.jpg|thumb|none|600px|Weapon Selection View.]]&lt;br /&gt;
[[Image:GRFS MK17 2.jpg|thumb|none|600px|A Ghost with a SCAR-H with ACOG and the stock collapsed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417|Heckler &amp;amp; Koch HK417]] appears as &amp;quot;417&amp;quot; in the game. It is one of the assault rifles used by the Ghosts in multiplayer. The standard trigger setting is semi-auto only in all game modes. Has the default assault rifle attachments, including an extended 30-round magazine.&lt;br /&gt;
[[Image:HK417 20MOD.jpg|400px|thumb|none|Heckler &amp;amp; Koch HK417 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRFS-HK417.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS-HK417b.jpg|thumb|none|601px|Kozak standing by for orders with a HK417 in his hands. Note the trigger discipline.]]&lt;br /&gt;
[[Image:GRFS HK417 3.jpg|thumb|none|601px|Kozak reloads his HK417 at the crash site.]]&lt;br /&gt;
[[Image:GRFS HK417 5.jpg|thumb|none|601px|Kozak wields an HK417 with dual mags, ACOG and sound suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is one of the Ghosts' assault rifles in MP. Just like the L22A1 and M1014, it features a full-length rail on top. This version of the TAR-21 that was recently introduced by IWI in 2012. Has the standard assault rifle modifications, but the stock is not alterable. It can be mocked up as a CTAR-21 or STAR-21 with the respective barrel configurations.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|400px|IWI Tavor TAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS-TAR21.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS TAR 2.jpg|thumb|none|601px|Kozak silently kills a guy from behind. His TAR-21 if fitted with suppressor, long barrel, under-barrel shotgun, and dual magazines.]]&lt;br /&gt;
[[Image:GRFS TAR 3.jpg|thumb|none|601px|Kozak reloads the TAR-21.]]&lt;br /&gt;
[[Image:GRFS TAR 4.jpg|thumb|none|601px|Kozak deploys the bipod of the TAR-21. Bipod is available for assault rifles, machine guns, and sniper rifles, but it is best used on MG's, because when the gun runs empty, the player's character will fold the bipod and take cover to reload.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR==&lt;br /&gt;
The [[Magpul PDR|Magpul PDR-C]] is one of the usable assault rifles in the game. Classified as a &amp;quot;Personal Defense Rifle&amp;quot; - what PDR actually stands for in the gun's name. Can be fitted with various optics, muzzle attachments, and a 30-round magazine. This is one of the few weapons that can have a 2-stage trigger. It is also possible to replace the factory angled foregrip with a rail system (basically turn the PDR-C into a PDR-D), and attach a vertical fore-grip to that rail; this interestingly makes it the only bullpup rifle in the game that features options of a different stock.&lt;br /&gt;
[[Image:MagpulpdrC.jpg|400px|thumb|none|Magpul PDR-C (Concept Art) - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:MagpulpdrD.jpg|thumb|none|400px|Magpul PDR-D (Concept Art) - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS-PDRC.jpg|thumb|none|601px|Weapon selection view of a PDR-C with a 30-round PMag, holographic sight and magnifier. High capacity magazines are always loaded with FMJ bullets.]]&lt;br /&gt;
[[Image:GRFS PDRD 1.jpg|thumb|none|600px|Weapon selection view of the Magpul PDR-D (still listed as &amp;quot;PDR-C&amp;quot;) with ACOG sight.]]&lt;br /&gt;
[[Image:GRFS PDRC 1.jpg|thumb|none|600px|A suppressed Magpul PRD-D on Kozak's back.]]&lt;br /&gt;
[[Image:GRFS PDRD 2.jpg|thumb|none|600px|Kozak reloads a PDR-D at the firing range.]]&lt;br /&gt;
[[Image:GRFS PDRC 3.jpg|thumb|none|600px|Kozak opens fire with a PDR-C.]]&lt;br /&gt;
[[Image:GRFS PDRC 4.jpg|thumb|none|600px|Kozak takes cover and reloads the PDR-C.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0/1 Enhanced Battle Rifle ==&lt;br /&gt;
The [[M14#Mk 14 Mod 0/1 Enhanced Battle Rifle |Mk 14 Mod 0 EBR]] is one of the four bonus weapons for pre-ordering or for purchasing the Digital Deluxe edition of the game, used by Ghost team riflemen. Joe Ramirez briefly uses one with a holographic sight and magnifier during the introduction. Like the HK417, the Mk 14 can be fitted with a 30-round magazine. A Magpul CTR butt-stock is also selectable, turning the Mk 14 Mod 0 into the Mod 1.&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRFS-Mk14Mod0.jpg|thumb|none|601px|Weapon selection view of the Mk 14 Mod 0.]]&lt;br /&gt;
[[Image:GRFS-Mk14Mod1.jpg|thumb|none|601px|Mk 14 Mod 1 with Magpul CTR stock and cheek rest.]]&lt;br /&gt;
[[Image:GRFS MK14 1.jpg|thumb|none|601px|Joe Ramirez with an Mk 14 Mod 0. After this short level, the rifle is never seen in the campaign again.]]&lt;br /&gt;
[[Image:GRFS Mk14 2.jpg|thumb|none|601px|A Ghost rifleman reloads an unmodified Mk 14 Mod 0 EBR.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;OCP 11&amp;quot;==&lt;br /&gt;
The OCP 11 seems to be a completely fictional weapon. It has an AK-type 7.62mm magazine that holds 40 rounds, but it clearly lacks the magazine release button. The receiver does not look like that of any new or old AK variant. The selector switch is from an [[AR-15]] rifle. The OCP 11 is classified as a PDR used by Team Bodark, featured in the Arctic Strike DLC.&lt;br /&gt;
[[Image:GRFS-AS OCP 1.jpg|601px|thumb|none|Weapon selection view.]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance PDW==&lt;br /&gt;
Called the &amp;quot;Goblin&amp;quot; in-game, the [[Patriot Ordnance Factory P416|POF P416]] appears under the &amp;quot;PDR&amp;quot; class for the Ghosts. This is the only assault rifle available at the start of the story mode, and unless under player control in co-op modes it is near-always the primary weapon of Sgt. James &amp;quot;30K&amp;quot; Ellison. The gun was modeled after the civilian PDW (pictured below), with safe and fire settings on the selector. The default automatic fire mode can be replaced with 3-round burst or semi-auto. Fixed [[M16]]-style stock is also available, or the player can choose not to have any stocks at all.&lt;br /&gt;
[[Image:416pdw.jpg|402px|thumb|none|Patriot Ordnance P416 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Goblin.jpg|601px|thumb|none|Weapon Selection view of the &amp;quot;Goblin&amp;quot;.]]&lt;br /&gt;
[[Image:GRFS Goblin 2.jpg|601px|thumb|none|Kozak fires a &amp;quot;Goblin&amp;quot; at a bad guy hiding behind soft cover. Note dual magazines.]]&lt;br /&gt;
[[Image:GRFS Goblin 3.jpg|601px|thumb|none|Kozak kills two patrolling guards with a quick burst from his suppressed &amp;quot;Goblin&amp;quot; with BUIS and the stock removed. Note how the detection indicator is similar to that in ''[[Splinter Cell: Conviction]]''.]]&lt;br /&gt;
[[Image:GRFS Goblin 4.jpg|601px|thumb|none|Kozak inserts a fresh PMag loaded with armor piercing bullets (note red paint on the mag) into his &amp;quot;Goblin&amp;quot; fitted with an ACOG, Magpul AFG, and fixed stock.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR]] with 5-sided handguard is the main Ghost assault rifle, often seen in the hands of the squad in pre-mission cutscenes. The stock can be folded, and the gun can be fitted with a fixed stock too. A 75-round drum mag (modeled after a 100-round Beta C-Mag) is also unlockable.&lt;br /&gt;
[[Image:ACR-E.jpg|thumb|none|500px|Remington ACR-E with 10.5&amp;quot; barrel, tan finish and Magpul PMag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS-ACR-1.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS-ACR.jpg|thumb|none|601px|Kozak with an ACR.]]&lt;br /&gt;
[[Image:GRFS-ACR-4.jpg|thumb|none|600px|Kozak tests the ACR at the &amp;quot;firing range&amp;quot;. This was the pre-release version of the firing range.]]&lt;br /&gt;
[[Image:GRFS-ACR-2.jpg|thumb|none|601px|And this is the final version of the firing range, featuring a more realistic environment.]]&lt;br /&gt;
[[Image:GRFS ACR 4.jpg|thumb|none|600px|Pepper with his ACR customized with dual magazines, ACOG, RVG foregrip and laser sight. Even though he shows good trigger discipline, the selector shouldn't be on auto inside the Ghost encampment.]]&lt;br /&gt;
[[Image:GRFS ACR 6.jpg|thumb|none|601px|Kozak reloads an ACR fitted with a Grippod (known in the game as &amp;quot;Bipod Grip&amp;quot;), red dot sight, sound suppressor, and folding stock.]]&lt;br /&gt;
[[Image:GRFS ACR 7.jpg|thumb|none|601px|Firing an ACR with a drum mag.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3|SR-3M]] is classified as a &amp;quot;Personal Defense Rifle&amp;quot;. This is the Bodark counterpart of the PDR-C, having similar attachments including the 2-stage trigger. As with the MP7A1, the folding foregrip has been replaced with a rail system, enabling to attach both vertical or angled foregrips. This gun is often seen in the hands of bad guys in both Story and Guerrilla modes.&lt;br /&gt;
[[Image:SR3M-Vixr.jpg|400px|thumb|none|SR-3M with sound suppressor - 9x39mm]]&lt;br /&gt;
[[Image:GRFS-SR3M.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS SR3M 1.jpg|thumb|none|600px|A dropped SR-3M rifle with dual magazines. This is usually the preferred weapon setup of Watchgate members.]]&lt;br /&gt;
[[Image:GRFS SR3M 2.jpg|thumb|none|600px|Reloading of an SR-3M while behind cover.]]&lt;br /&gt;
[[Image:GRFS SR3M 3.jpg|thumb|none|600px|Kozak opens fire with the SR-3M at a hostile GAZ-2330.]]&lt;br /&gt;
[[Image:GRFS SR3M 4.jpg|thumb|none|601px|Kozak fires a suppressed SR-3M with a Meprolight sight, magnifier, and the stock folded. Unlike in ''[[Modern Warfare 3]]'', the magnifier cannot be flipped to the side to use the reflex sight without magnification.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Sniper rifles can be fitted with five different optics: Holographic sight with Magnifier (providing 3x zoom), Tac Scope (4x zoom), High Power Optic (8x zoom), Custom Sniper Scope (12x zoom), or Thermal Scope. They can also mount either a bipod or angled foregrip. Four types of ammo can be selected for sniper rifles: Standard, Armor Piercing, Exacto (self-guided), and Raufoss (explodes on contact). Side rail attachment can be a laser sight or OTR scanner.&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
The [[Knight's Armament Revolver Rifle|KAC Revolver Rifle]] is known as &amp;quot;SRR&amp;quot; in the game, and features a suppressor by default. Reloads are done using speedloaders; this gives the gun a quick reload, regardless of how many rounds are fired. It is shown to operate in Double Action mode, while the real weapon is Single Action (meaning it can only be fired if the hammer is cocked). Can be fitted with a special wire stock, or can have no stock at all. The barrel length cannot be changed.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|400px|Knight's Armament Company Revolver Rifle - .30 Caliber]]&lt;br /&gt;
[[Image:GRFS-Knight.jpg|thumb|none|600px|Weapon Selection view. In this picture, the rifle looks like an over-sized revolver.]]&lt;br /&gt;
[[Image:GRFS RR 1.jpg|thumb|none|600px|Killing a bad guy with a Revolver Rifle in Guerrilla mode. The rifle is equipped with a &amp;quot;Tac Scope&amp;quot; and full stock. This map is available only in the Signature Edition of the game.]]&lt;br /&gt;
[[Image:GRFS Rev 1.jpg|thumb|none|601px|Kozak reloads a Revolver Rifle fitted with a hi-power telescope. The gun cannot be equipped with a bipod if it is fitted with a pistol grip.]]&lt;br /&gt;
[[Image:GRFS Rev 2.jpg|thumb|none|601px|Kozak holds a KAC Revolver Rifle fitted with a fixed stock, bipod, and ACOG.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company SR-25==&lt;br /&gt;
The [[SR-25|SR-25 Enhanced Match Rifle]] appears in the game as the &amp;quot;M110&amp;quot;, and is frequently utilized by MSG Robert &amp;quot;Pepper&amp;quot; Bonifacio. This civilian variant is distinguishable from the military M110 SASS by its lack of an ambidextrous bolt catch and length-adjustable buttstock. This is the only sniper rifle in the game without DLC that has a 20-round magazine. The stock of the rifle cannot be changed, even though the real SR-25 or M110 SASS can accept [[AR-15]] style butt-stocks. Furthermore, the unique suppressor can only be applied to a standard length barrel.&lt;br /&gt;
[[File:SR25-ER-Fixed.jpg|thumb|none|500px|KAC SR-25 Enhanced Match Rifle -  7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRFS-M110.jpg|thumb|none|601px|Weapon Selection view. The SR-25 is modified with a special, ''[[Splinter Cell: Conviction]]''-themed camouflage. It is only accessible if one has saves from Conviction on his PC. For those wondering, that black claw is actually the logo of Third Echelon.]]&lt;br /&gt;
[[Image:GRFS SR25 1.jpg|thumb|none|601px|Kozak brings GhostLead his SR-25 following the detonation of an IED in the arms dealer's vehicle.]]&lt;br /&gt;
[[Image:GRFS SR25 3.jpg|thumb|none|601px|Kozak experiencing the friendly welcome of Russian troopers.]]&lt;br /&gt;
[[Image:GRFS SR25 4.jpg|thumb|none|601px|Kozak scans for targets with a SR-25 in hand.]]&lt;br /&gt;
&lt;br /&gt;
==KSVK 12.7==&lt;br /&gt;
The [[KSVK|KSVK 12.7]] heavy sniper rifle is used by Team Bodark in MP, and is also often used by Russian snipers in story mode.&lt;br /&gt;
[[Image:Ksvk2.jpg|thumb|none|500px|Degtyarev KSVK 12.7 - 12.7x108mm]]&lt;br /&gt;
[[Image:GRFS-KSVK.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS KSVK 2.jpg|thumb|none|601px|Kozak reloads the KSVK 12.7 rifle fitted with a suppressor, 12x zoom optic and angled fore-grip.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
A heavily customized and modernized [[Mosin Nagant|Mosin Nagant M91/30]] appears as &amp;quot;MN91/30&amp;quot;, and is another weapon unlocked by pre-ordering or purchasing the Digital Deluxe edition, available to Bodark scouts.&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:GRFS-Mosin.jpg|thumb|none|600px|Weapon customization view.]]&lt;br /&gt;
[[Image:GRFS MN9130 1.jpg|thumb|none|600px|Testing the Mosin at the shooting range.]]&lt;br /&gt;
[[Image:GRFS MN.jpg|thumb|none|600px|Using a customized Mosin Nagant rifle.]]&lt;br /&gt;
&lt;br /&gt;
==PSL-54C==&lt;br /&gt;
The [[PSL-54C]]'s model features a RIS handguard, longer barrel with flash hider, different front sight, and the default stock is similar to the folding stock of the [[SVD|SVDS]]. The fixed stock found on the newer SVD rifles is also selectable. Strangely, the magazine lacks the &amp;quot;X&amp;quot; shaped stamping.&lt;br /&gt;
[[Image:Romanian-FPK-PSL.jpg|thumb|none|500px|PSL-54C - 7.62x54mm R]]&lt;br /&gt;
[[Image:GRFS-PSL.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS PSL 2.jpg|thumb|none|601px|Kozak with a PSL-54C equipped with a thermal scope and sound suppressor.]]&lt;br /&gt;
[[Image:GRFS PSL 1.jpg|thumb|none|601px|Kozak reloads his PSL-54C before engaging the incoming Russian spec ops troopers.]]&lt;br /&gt;
[[Image:GRFS PSL54C 1.jpg|thumb|none|600px|Another reload, this time the PSL-54C is fitted with an SVD-style fixed stock.]]&lt;br /&gt;
[[Image:GRFS PSL54C 2.jpg|thumb|none|600px|Kozak aims a PSL-54C with the bipod deployed.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M40A5==&lt;br /&gt;
The [[M40A5]] is the fourth and final weapon included in the Digital Deluxe edition, usable by Ghost team scouts. The model of the magazine is much longer than the 7.62mm magazine of the M40A5/Remington 700 series.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|500px|M40A5 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRFS-M40A5.jpg|thumb|none|600px|Weapon customization view.]]&lt;br /&gt;
[[Image:GRFS M40A5 2.jpg|thumb|none|600px|Testing an M40A5 at the shooting range.]]&lt;br /&gt;
[[Image:GRFS M40A5.jpg|thumb|none|600px|Reloading the M40A5 sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] (Modular Sniper Rifle) is the main bolt-action sniper rifle of the Ghosts in both MP and story mode. Two members of the other Ghost team killed in the intro use MSRs to take out the enemies around the convoy. The gun holds 5 rounds, but is modeled with a 10-shot magazine. The rifle also features a custom cheek rest and butt pad. Strangely, the stock cannot be folded, even though the MSR was designed to be able to be fired with a folded stock.&lt;br /&gt;
[[Image:RemingtonMSR.jpg|thumb|none|500px|Remington MSR with Leupold Mark 4 scope and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:GRFS-MSR.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS-MSR-2.jpg|thumb|none|601px|Joe Ramirez (front) and a Ghost code-named &amp;quot;Bear&amp;quot; eliminate the hostiles around the convoy using suppressed MSRs in the intro of the game.]]&lt;br /&gt;
[[Image:GRFS MSR 3.jpg|thumb|none|601px|Kozak holds an MSR fitted with a 12x zoom scope, bipod and sound suppressor.]]&lt;br /&gt;
[[Image:GRFS MSR 4.jpg|thumb|none|601px|Kozak reloads his suppressed MSR after clearing the rooftops of enemy scouts in Pakistan.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] appears as &amp;quot;VSS&amp;quot; in the game. It is shown with the butt-stock of an [[AS Val]]. For some reason, the stock cannot be folded if a grip-pod is attached to the weapon; likewise, for unknown reasons, the original wooden stock is not available as a &amp;quot;Fixed&amp;quot; option like with the PSL above. It is correctly shown to be fully automatic, although semi-auto trigger is also available. The barrel length cannot be changed. Until a patch, it held only 10 rounds, despite being modeled with the SR-3's 20-rounder magazine.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:GRFS-VSS.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS VSS 2.jpg|thumb|none|601px|Kozak prepare to greet the African bad guys rushing to get the plane's black box before the Ghosts.]]&lt;br /&gt;
[[Image:GRFS VSS 3.jpg|thumb|none|601px|Kozak takes cover to reload the VSS. Full-auto trigger group with the 10-round capacity is not the best combination.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are used by Scouts in multi-player. Shotguns can fire buckshot, slug (MP only) or Dragon's Breath shells.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as &amp;quot;M1014&amp;quot; in the game. Has a Mako Group polymer quad rail handguard. A fixed stock is selectable. Holds 8 shells instead of the correct 6. When selecting a longer (or shorter) barrel, the length of the tubular magazine also increases (or decreases), but the actual capacity of the gun does not change.&lt;br /&gt;
A fictional, shortened version of the M4 can also be mounted on assault rifles as an under-barrel attachment. This semi-auto shotgun holds 3 shells, and is used by both factions in MP. It can only fire buckshot shells.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 - 12 Gauge]]&lt;br /&gt;
[[Image:GRFS-M1014.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS M4 2.jpg|thumb|none|601px|Kozak takes cover with a Benelli M4 shotgun. Note the collapsed stock.]]&lt;br /&gt;
[[Image:GRFS M4 5.jpg|thumb|none|601px|Kozak fires an M4 Super 90 shotgun equipped with a forward grip, fixed stock, and muzzle brake.]]&lt;br /&gt;
[[Image:GRFS M4 3.jpg|thumb|none|601px|Kozak scans for hostiles with an M4 Super 90 shotgun at the ready.]]&lt;br /&gt;
[[Image:GRFS M4 4.jpg|thumb|none|601px|Reloading the M4. This happens a lot, because the 8-round tube can be emptied in about one second.]]&lt;br /&gt;
[[Image:GRFS UBSG 1.jpg|thumb|none|600px|Underbarrel shotgun attachment during weapon selection.]]&lt;br /&gt;
[[Image:GRFS UBSG 2.jpg|thumb|none|600px|Kozak reloads the UB Shotgun mounted on his customized [[TAR-21]] rifle.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K== &lt;br /&gt;
The [[Saiga 12K]] is another usable shotgun of Team Bodark. The shotgun features a RIS handguard, BUIS, and skeletonized stock. Capable of fully-automatic, semi-automatic, or 2-round burst fire.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|400px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:GRFS-Saiga.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS Saiga 1.jpg|thumb|none|601px|Sightseeing in Moscow with a Saiga 12K shotgun.]]&lt;br /&gt;
[[Image:GRFS Saiga 2.jpg|thumb|none|601px|Kozak redesigns the interiors of an office building with his Saiga 12K shotgun. Talking about Extreme Makeover...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M12&amp;quot;==&lt;br /&gt;
The Ghosts' &amp;quot;M12&amp;quot; fully-automatic shotgun appears to be based on the [[Jackhammer]] and the similar obscure MICOR Leader 50 bullpup .50BMG rifle, noted by its distinguishing pistol grip and trigger guard. The gun is modified with a railed top and handguard, simplified muzzle brake, and redesigned buttstock, which cannot be modified. Feeds from 8-round box magazines, to balance it out with Team Bodark's Saiga-12K. Can be fitted with a full-auto, semi-auto, 2-stage, and even 3-round burst trigger group.&lt;br /&gt;
[[Image:Jackhammer.jpg‎|400px|thumb|none|Pancor Jackhammer - 12 Gauge]]&lt;br /&gt;
[[Image:M12.jpg|601px|thumb|none|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS M12 2.jpg|601px|thumb|none|The M12 in close quarters is unstoppable.]]&lt;br /&gt;
[[Image:GRFS M12 3.jpg|601px|thumb|none|Kozak reloads the M12 shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
The [[Mossberg 500]] with heat-shield is one of the Ghost shotguns. It is incorrectly listed as the &amp;quot;M590A1&amp;quot;. The design of the tubular magazine cap reveals that it is a Mossberg 500, not the newer 590A1. The gun's name is not the only inaccuracy: It is modeled with a 5-shot tube but somehow manages to hold 8 shells. Comes standard with a top-folding wire stock based on the KNOXX SpecOps Folder Stock. A fixed shoulder stock is also unlockable.&lt;br /&gt;
[[Image:Roadblocker1.jpg|thumb|none|450px|Mossberg 500 Roadblocker with Barrett style flash hider - 12 gauge]]&lt;br /&gt;
[[Image:GRFS M500 1.jpg|thumb|none|600px|Weapon selection view of an M500 fitted with a long barrel, custom pump handle, and Barrett-style muzzle brake.]]&lt;br /&gt;
[[Image:GRFS M500 2.jpg|thumb|none|600px|Disassembled view of a Mossberg 500, showing the design of the magazine cap. This image also shows that the default pump handle has an unusable, dedicated weaponlight.]]&lt;br /&gt;
[[Image:GRFS M500 3.jpg|thumb|none|600px|View through the ghost ring sights with the stock in folded position.]]&lt;br /&gt;
[[Image:GRFS M500 4.jpg|thumb|none|600px|Kozak reloads a Mossberg 500 shotgun.]]&lt;br /&gt;
[[Image:GRFS M500 5.jpg|601px|thumb|none|Another reload, this time the shotgun is fitted with a more conventional stock.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255 Tactical==&lt;br /&gt;
The [[MTs255|MTs255 Tactical]] appears as &amp;quot;MTs-255&amp;quot; in the game. Can be fitted with a special flash hider, but it can only be attached to a short barrel. This shotgun cannot accept any under-barrel attachments.&lt;br /&gt;
[[Image:MTs255 Tactical.jpg|thumb|none|400px|MTs255 Tactical - 12 Gauge]]&lt;br /&gt;
[[Image:GRFS-MTs255.jpg|thumb|none|601px|Weapon Selection view. Due to a bug, weapons sometimes show up without a trigger in the weapon selection menu.]]&lt;br /&gt;
[[Image:GRFS MTS255 2.jpg|thumb|none|601px|Kozak with an unmodified MTs255 shotgun.]]&lt;br /&gt;
[[Image:GRFS MTS255 1.jpg|thumb|none|601px|Iron sights of the MTs255. The rear sight is actually painted on the last rail piece.]]&lt;br /&gt;
[[Image:GRFS MTs255 3.jpg|thumb|none|601px|Kozak reloads an MTs255 Tactical fitted with a fixed stock, Kobra red dot sight, and the aforementioned special flash hider. Unshown is that said flash hider increases the weapon's pellet spread to the point that the crosshair covers most of the screen.]]&lt;br /&gt;
&lt;br /&gt;
==RMB-93==&lt;br /&gt;
The [[RMB-93]] is the standard pump-action shotgun of the Bodark faction. The barrel length of the RMB-93 cannot be changed, unlike the Mossberg 500, its Ghost counterpart. Can be fitted with a &amp;quot;fixed&amp;quot; stock, that is basically an LE stock with a custom butt-pad. It is also worth noting that the real RMB-93 cannot be reloaded when the stock is folded, because it would cover the loading port.&lt;br /&gt;
[[Image:RMB93.jpg|thumb|none|400px|RMB-93 - 12 Gauge]]&lt;br /&gt;
[[Image:GRFS-RMB93.jpg|thumb|none|600px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS RMB 2.jpg|thumb|none|600px|Kozak fires an RMB-93 fitted with a modified LE stock and Kobra red dot sight.]]&lt;br /&gt;
[[Image:GRFS RMB 1.jpg|thumb|none|600px|Kozak reloads the RMB-93 shotgun.]]&lt;br /&gt;
[[Image:GRFS DragonsBreath.jpg|thumb|none|600px|Firing a Dragon's Breath incendiary round at the shooting range.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine guns are capable of suppressing an enemy, forcing him to take cover with limited field of view. Machine guns can fire standard, armor piercing, or incendiary ammo. MG's are usually limited to full-auto fire. Available optics are: Red Dot, Magnified HWS, Tac Scope, and Backscatter Optic. Under-barrel attachments include a vertical grip, angled fore-grip, grip-pod, and bipod. Bipods and grip-pods can be deployed when on the ground or behind low cover to increase accuracy and reduce recoil. The stock of some machine guns are also changeable.&lt;br /&gt;
==FN MK 48 Mod 0== &lt;br /&gt;
An [[FN Minimi#Mk 48 Mod 0|FN MK 48 Mod 0]] fitted with the sliding stock of an [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Paratrooper]] appears as &amp;quot;Mk48&amp;quot; in the game. Strangely, fixed stock is not available for this MG. The MK 48 Mod 0 is the starting machine gun in the story mode.&lt;br /&gt;
[[Image:MK48.jpg|thumb|none|451px|FN MK 48 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRFS-MK48.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS MK48 2.jpg|thumb|none|600px|Kozak fires his MK 48 Mod 0 machine gun fitted with a Backscatter Optic.]]&lt;br /&gt;
[[Image:GRFS MK48 3.jpg|thumb|none|600px|Kozak reloads the MK 48 Mod 0 behind cover.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT Light Machine Gun==&lt;br /&gt;
The developmental [[LSAT|LSAT (Lightweight Small Arms Technologies) Light Machine Gun]] is usable by the Ghosts in the MP. It is unknown why the stock cannot be collapsed. Instead, it can be fitted with a &amp;quot;fixed&amp;quot; stock, that looks like an [[AR-15]] type LE stock with some modifications.&lt;br /&gt;
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]&lt;br /&gt;
[[Image:GRFS-LSAT.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS LSAT 2.jpg|thumb|none|600px|Kozak fires an LSAT LMG fitted with a Backscatter Optic aboard a Russian tanker ship.]]&lt;br /&gt;
[[Image:GRFS LSAT 3.jpg|thumb|none|600px|Kozak reloads his LSAT Light Machine Gun.]]&lt;br /&gt;
[[Image:GRFS LSAT 4.jpg|thumb|none|600px|An LSAT Light Machine Gun with factory sights, incendiary ammo pack, Grippod, and &amp;quot;fixed&amp;quot; stock, which is just as much fixed as the standard stock the LSAT LMG comes with.]]&lt;br /&gt;
&lt;br /&gt;
==MK 43 Mod 1==&lt;br /&gt;
The [[M60#MK43 Mod 0/1|MK 43 Mod 1]] machine gun can be unlocked through uPlay, along with the RPK. It is used by Ghost riflemen. Referred to simply as &amp;quot;M60&amp;quot; in-game. Feeds from 200-round ammo boxes, can fire standard, armor piercing or incendiary rounds. The MK 43 Mod 1 is limited to full-auto fire, but a match trigger can be unlocked. Comes with a bipod by default in multiplayer; it may sound weird, but the under-barrel rail cover (that is, no under-barrel attachment) must be unlocked. Story mode likewise starts it with a holographic sight with magnifier that the player can use before actually unlocking it, so long as they don't switch it out for another optic. Also can use all three types of foregrips. The barrel length and muzzle attachment is also customizable. The MK 43 Mod 1 uses its real-life iron sights, instead of the flip-up BUIS found on most of the guns in the game.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|450px|MK 43 Mod 1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GRFS-M60.jpg|thumb|none|602px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS MK43 2.jpg|thumb|none|600px|A bad guy hides behind a concrete wall, thinking that Kozak cannot see and shoot him.]]&lt;br /&gt;
[[Image:GRFS MK43 3.jpg|thumb|none|600px|Kozak engages some of the hitmen sent to permanently silence Paez.]]&lt;br /&gt;
[[Image:GRFS MK43 4.jpg|thumb|none|600px|Reloading animation of the MK 43 Mod 1 machine gun.]]&lt;br /&gt;
[[Image:GRFS MK43 5.jpg|thumb|none|600px|The team stacks up to perform a breach and clear.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBB-95==&lt;br /&gt;
The [[Norinco QBB-95]] is one of Team Bodark's machine guns. Known as &amp;quot;Type 95&amp;quot;. For some reason it holds 80 rounds instead of 75. The stock of the gun is not alterable.&lt;br /&gt;
[[Image:Type95lmg.jpg|thumb|none|451px|QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[Image:GRFS-QBB95.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS QBB95 2.jpg|thumb|none|600px|Kozak opens fire with an un-modified QBB-95 during an ambush.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company LMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LMG]] appears in the game as the &amp;quot;Stoner 96&amp;quot;. It is one of the Ghosts' machine guns, most often seen in the hands of 30K when not going silent. Has a 150-round capacity.&lt;br /&gt;
[[Image:KAC LMG.jpg|thumb|none|451px|Knight's Armament Company LMG - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS-LMG.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS Stoner 2.jpg|thumb|none|601px|Kozak opens fire with the KAC LMG during one of the many slow-mo breaching scenes of the game.]]&lt;br /&gt;
[[Image:GRFS Stoner 3.jpg|thumb|none|601px|Kozak reloads the LMG after eliminating the Watchgate PMC's, including several amateur soccer players.]]&lt;br /&gt;
[[Image:GRFS Stoner 4.jpg|thumb|none|600px|30K (left) and Kozak perform a fist bump after getting out alive from the Russian tanker ship.]]&lt;br /&gt;
[[Image:GRFS Stoner96.jpg|thumb|none|600px|Kozak wields a Stoner LMG equipped with a fixed stock, which is basically a Magpul UBR (Utility / Battle Rifle) stock with a cheek riser, and covered with a piece of cloth. Furthermore, the gun is customized with a camouflage inspired by ''Rainbow Six'', another Tom Clancy game. The logo of the now canceled ''Rainbow 6: Patriots'' is visible on the gun.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKM|PKP Pecheneg]] appears as &amp;quot;PKP&amp;quot; and is one of the Team Bodark's machine guns. Holds 150 rounds, like most of the MG's. The stock cannot be modified.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
[[Image:GRFS-PKP.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS PKP 1.jpg|thumb|none|600px|A Ghost operative guns down a bad guy in Guerrilla mode.]]&lt;br /&gt;
[[Image:GRFS PKP 2.jpg|thumb|none|600px|Kozak reloads the PKP machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPKM==&lt;br /&gt;
The [[RPK|RPKM]] (export version of RPK with synthetic furniture) with a 40-round box magazine (that manages to hold 45 rounds somehow) is unlockable through uPlay, along with the MK 43 Mod 1 (listed as &amp;quot;M60&amp;quot;). A Beta C-Mag with a 75-round capacity is also unlockable. Like the MK 43 Mod 1, the RPKM comes with a bipod by default. The butt-stock can be folded. Unlike many other machine guns, the RPKM can be outfitted with a semi-auto only trigger setting.&lt;br /&gt;
[[Image:Rpkm.jpg|thumb|none|450px|RPKM with 40-round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:GRFS-RPK.jpg|thumb|none|601px|Weapon Selection view. It is worth noting that some sources, including the ''Ghost Recon Network'' incorrectly refer to the gun as &amp;quot;RPK-74M&amp;quot;. The curvature of the magazine indicates that this is the 7.62mm RPK.]]&lt;br /&gt;
[[Image:GRFS RPK 2.jpg|thumb|none|600px|Kozak fires an RPKM fitted with the wrong type of drum mag.]]&lt;br /&gt;
[[Image:GRFS RPK 3.jpg|thumb|none|600px|Kozak prepares to give GhostLead a boost.]]&lt;br /&gt;
&lt;br /&gt;
==STK Ultimax 100 Mk 5==&lt;br /&gt;
The [[Ultimax 100#Ultimax 100 Mark 5|ST Kinetics Ultimax 100 Mk 5]] appears as &amp;quot;Ultimax Mk.5&amp;quot; and is one of the Team Bodark's machine guns. Due to the drum magazine, it has a very fast reloading animation. Fixed stock of the Ultimax 100 Mk 2 is also selectable. This is the only LMG that can be fitted with a 3-round burst trigger pack.&lt;br /&gt;
[[Image:Ultimax MK5.jpg|thumb|none|500px|Ultimax 100 Mk 5 Squad Automatic Weapon - 5.56x45mm]]&lt;br /&gt;
[[Image:GRFS-U100.jpg|thumb|none|601px|Weapon Selection view.]]&lt;br /&gt;
[[Image:GRFS U100 2.jpg|thumb|none|601px|A Ghost uses an Ultimax 100 Mk 5 in Guerrilla mode.]]&lt;br /&gt;
[[Image:GRFS U100 3.jpg|thumb|none|601px|Kozak fires an Ultimax 100 Mk 5 fitted with a Kobra red dot sight and forward grip.]]&lt;br /&gt;
[[Image:GRFS U100 4.jpg|thumb|none|601px|Kozak fires an Ultimax 100 Mk 5 fitted with a Backscatter optic, drum magazine containing armor piercing ammunition, and fixed stock of the Ultimax 100 Mk 2.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==Brügger &amp;amp; Thomet GL-06==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet GL-06]] appears as &amp;quot;G106&amp;quot; and can fire smoke, EMP, and frag grenades. Used by team Bodark in MP.&lt;br /&gt;
[[Image:B&amp;amp;T-GL-06 side profile.jpg|thumb|none|400px|B&amp;amp;T GL-06 - 40x46mm]]&lt;br /&gt;
[[Image:Grfsgr.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
[[File:GRFS GL06 3.jpg|thumb|none|600px|Kozak with a GL-06 launcher. The sights of the stand-alone grenade launchers cannot be aimed down. Also note how the reticle changes to resemble a ladder sight, even if the GL-06 is not equipped with that type of sights.]]&lt;br /&gt;
[[File:GRFS GL06 2.jpg|thumb|none|600px|A Ghost scout reloads a GL-06 launcher.]]&lt;br /&gt;
&lt;br /&gt;
== CZ 805 G1 ==&lt;br /&gt;
The [[CZ 805 G1]] is the Bodark counter-part of the FN 40GL. It can be mounted on four out of five Bodark assault rifles; the AKM, AN-94, AK-200, and 805 BREN. The 5,56A-91 uses its own grenade launcher.&lt;br /&gt;
[[Image:CZ 805 G1 Stand-Alone.jpg|thumb|none|400px|CZ 805 G1 Stand-Alone - 40x46mm]]&lt;br /&gt;
[[Image:GRFS-UBGL.jpg|thumb|none|602px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS AKM 3.jpg|thumb|none|600px|A good view of a 805 G1 launcher mounted on Kozak's custom AKM rifle.]]&lt;br /&gt;
[[Image:GRFS G1 1.jpg|thumb|none|600px|Kozak loads a 40mm HEDP grenade to the 805 G1. Note how the launcher tilts to the side.]]&lt;br /&gt;
&lt;br /&gt;
== FN 40GL==&lt;br /&gt;
The [[FN EGLM|FN 40GL (Mk 13)]] appears as &amp;quot;Mk40GL&amp;quot; (although some sources refer to it as &amp;quot;FN40GL&amp;quot;) and has a fully black finish. Can fire smoke, EMP, and fragmentation grenades. In MP, it is a secondary weapon, used by the Scout class. Also available as an under-barrel attachment for Ghosts assault rifles, including the ACR, HK417, TAR-21, Mk 14 Mod 0/1 and the F2000 Tactical (added in Arctic Strike DLC).&lt;br /&gt;
[[Image:FN40.jpg|thumb|none|401px|FN MK 13 (EGLM) in Standalone configuration - 40x46mm]]&lt;br /&gt;
[[Image:GRFS-40GL.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS-GL1.jpg|thumb|none|600px|40GL under-barrel attachment]]&lt;br /&gt;
[[Image:GRFS 40GL 2.jpg|thumb|none|601px|Kozak inserts a fresh grenade into the FN 40GL launcher mounted on his suppressed HK417 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2==&lt;br /&gt;
A picture of an [[M203 grenade launcher|M203A2 grenade launcher]] with an AN/PSQ-18A day/night sight is shown in the &amp;quot;Equipment - GL&amp;quot; section of the in-game Manual.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|400px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm]]&lt;br /&gt;
[[Image:GRFS-M203.jpg|thumb|none|600px|It is true that GL's can only be mounted on assault rifles in this game, however there is no gun that mounts the M203. From the perspective and the angle of the sight, this picture appears to be based on the above image.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPG&amp;quot;==&lt;br /&gt;
The launcher identified as &amp;quot;RPG&amp;quot; by both Ghosts and the Augmented Reality appears to be a fictional or futurized RPG variant, bearing some resemblance to the [[RPG-29|RPG-29 &amp;quot;Vampir&amp;quot;]] launcher.&lt;br /&gt;
[[File:RPG-29 Vampir.jpg|thumb|none|450px|RPG-29 &amp;quot;Vampir&amp;quot; with PG-29V rocket - 65/105mm]]&lt;br /&gt;
[[File:GRFS RPG.jpg|thumb|none|600px|Kozak grabs a guard from behind, who suddenly drops his launcher.]]&lt;br /&gt;
[[File:GRFS RPG 2.jpg|thumb|none|600px|An &amp;quot;RPG&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced Weapons=&lt;br /&gt;
==2A42 Automatic Cannon==&lt;br /&gt;
The [[Shipunov 2A42|2A42 Automatic Cannon]] is the main armament of the BTR-90 APC's.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|400px|Shipunov 2A42 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:GRFS BTR90.jpg|thumb|none|600px|A BTR-90 passes by Kozak during the Arctic level.]]&lt;br /&gt;
[[Image:GRFS BTR90 2.jpg|thumb|none|600px|... and the same BTR seconds later.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company LMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LMG]] is seen mounted on GAZ-2330 vehicles. Also appears as part of an automated sentry used by the Russian troopers. This version of the LMG has no butt-stock. It is highly unlikely that Russian soldiers would ''ever'' use the KAC LMG, considering how they have access to more powerful 7.62mm machine guns in real life.&lt;br /&gt;
[[Image:KAC LMG.jpg|thumb|none|400px|Knight's Armament Company LMG - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GRFS GAZ-2330.jpg|thumb|none|600px|A Knight's Armament LMG mounted on a GAZ-2330 vehicle.]]&lt;br /&gt;
[[Image:GRFS Sentry.jpg|thumb|none|600px|An automated sentry gun fitted with a Knight's Armament LMG. It is clearly visible that the mounting is the same as on the GAZ-2330.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on Russian T-90 tanks.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|301px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:GRFS T90.jpg|thumb|none|600px|A Kord heavy machine gun mounted on a T-90 MBT.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The [[M134 Minigun]] can be seen as an emplaced weapon and also mounted on Ghost Black Hawks. Usually fitted with a gun shield. Every faction is seen using these, including the Ghosts, Watchgate PMC, African rebels, and even Russians.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|M134 Minigun - 7.62x51mm]]&lt;br /&gt;
[[Image:GRFS M134 1.jpg|thumb|none|600px|Kozak fires the M134 mounted on a Black Hawk while pursuing the arms dealer through Pakistan highlands.]]&lt;br /&gt;
[[Image:GRFS M134 2.jpg|thumb|none|600px|Kozak stops for a second to examine this abandoned Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PKM|PKT machine gun]] is coaxial-mounted on Russian T-90 Main Battle Tanks, however they are never seen being used.&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:GRFS PKT.jpg|thumb|none|600px|A PKT machine gun coaxial-mounted on a T-90 MBT.]]&lt;br /&gt;
&lt;br /&gt;
==STK Ultimax 100 Mk 5==&lt;br /&gt;
The [[Ultimax 100#Ultimax 100 Mark 5|ST Kinetics Ultimax 100 Mk 5]] with long barrel and gun shield is mounted on enemy Technicals during the Africa missions. These machine guns cannot be used by the player.&lt;br /&gt;
[[Image:Ultimax MK5.jpg|thumb|none|400px|Ultimax 100 Mk5 Squad Automatic Weapon - 5.56x45mm]]&lt;br /&gt;
[[Image:GRFS Technical Africa.jpg|thumb|none|600px|An African Technical, as seen through the Magnetic Vision. The Ultimax 100 Mk 5 features spade grips and has been converted to feed from a belt.]]&lt;br /&gt;
[[Image:GRFS Technical 2.jpg|thumb|none|600px|A little bit better shot of the emplaced Ultimax 100 Mk 5.]]&lt;br /&gt;
&lt;br /&gt;
==YakB-12.7==&lt;br /&gt;
Mi-24 &amp;quot;Hind&amp;quot; gunships used by Watchgate PMC and Russian forces are armed with [[Yakushev-Borzov Yak-B|YakB-12.7 machine guns]].&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[Image:GRFS Mi24 1.jpg|thumb|none|600px|Kozak tries to take out the PMC's exiting the Watchgate Mi-24 Hind gunship while escorting CIA Agent Dan Sykes to safety.]]&lt;br /&gt;
[[Image:GRFS Mi24 2.jpg|thumb|none|600px|Two Mi-24 Hinds about to be hit by an airstrike.]]&lt;br /&gt;
[[Image:GRFS Mi24 3.jpg|thumb|none|600px|Close-up image of a Russian Mi-24. This is through the view of the Warhound's controllable missile.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Deployables=&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade]] appears as &amp;quot;Incendiary&amp;quot;.&lt;br /&gt;
[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]]&lt;br /&gt;
[[Image:GRFS-Inc.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
&lt;br /&gt;
== Flashbang ==&lt;br /&gt;
Flashbang grenade of unknown production.&lt;br /&gt;
[[Image:GRFS-Flash.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
&lt;br /&gt;
== M18 Smoke Grenade ==&lt;br /&gt;
The [[M18 smoke grenade]] appears as &amp;quot;Smoke&amp;quot;.&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:GRFS-Smoke.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] is an unlockable equipment for the Scout class (both sides).&lt;br /&gt;
[[Image:M18a1_07.jpg|thumb|none|200px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:GRFS-Claymore.jpg|thumb|none|600px|Weapon selection view.]]&lt;br /&gt;
[[Image:GRFS Clay 1.jpg|thumb|none|601px|A Claymore mine in Guerrilla Mode.]]&lt;br /&gt;
&lt;br /&gt;
== M67 Hand Grenade ==&lt;br /&gt;
The [[M67 hand grenade]] appears as &amp;quot;Frag&amp;quot;. &lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|200px|M67 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:GRFS-Frag.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
&lt;br /&gt;
== Taser Shockwave ==&lt;br /&gt;
The ''Shockwave'' is a less-lethal perimeter defense system by Taser International. Following the video game tradition, it is triggered by enemy movement - the real Shockwave is remotely operated.&lt;br /&gt;
[[Image:Taser Shockwave Perimeter Defense.jpg|thumb|none|330px|Taser International Shockwave Perimeter Defense System]]&lt;br /&gt;
[[Image:GRFS-Shockwave.jpg|thumb|none|601px|Weapon selection view.]]&lt;br /&gt;
&lt;br /&gt;
=Other Weapons=&lt;br /&gt;
This section lists the guns seen in the first live-action trailer.&lt;br /&gt;
==AK-47==&lt;br /&gt;
[[AK-47]]s were used by Russian Ultranationalists in the trailer.&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|400px|none|Type III AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:GRFW-AK47.jpg|thumb|none|600px|A soldier holds the AK-47 in the very first live-action trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
A Ghost Recon operative codenamed Pepper fires a [[Barrett M107]] to kill Ivan Illitch Kerenski in the trailer.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|500px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[Image:GRFS-M107-3.jpg|thumb|none|600px|Pepper with the Barrett.]]&lt;br /&gt;
[[Image:GRFW-M82.jpg|thumb|none|600px|Pepper prepares to fire the M107.]]&lt;br /&gt;
[[Image:GRFS-M107-2.jpg|thumb|none|600px|Close-up of the trigger.]]&lt;br /&gt;
[[Image:GRFS-M107-1.jpg|thumb|none|600px|View through the hi-tech scope of the M107.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The operatives at the Russian Special Forces headquarters have [[MP5A2]]s.&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 - 9x19mm]]&lt;br /&gt;
[[Image:GRFW-MP5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
A [[Mossberg 500 Cruiser]] can be seen holstered on the back of a Ghost Recon Operative codenamed Kozak in the first live-action trailer.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg‎|thumb|none|400px|Mossberg 500 Cruiser - 12 Gauge]]&lt;br /&gt;
[[Image:GRFW-Shotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
{{Tom Clancy Series}}&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:War]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:FIM-92_Stinger&amp;diff=1316217</id>
		<title>Talk:FIM-92 Stinger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:FIM-92_Stinger&amp;diff=1316217"/>
		<updated>2019-12-17T08:22:02Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Additional Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=Additional=&lt;br /&gt;
==Stinger firing procedure==&lt;br /&gt;
[[Image:Stinger-firing.jpg|thumb|right|400px|Launching of a live Stinger missile: note the separated, still-burning launch motor.]]&lt;br /&gt;
Firing a Stinger is a more complicated procedure that the &amp;quot;point, lock, shoot&amp;quot; usually depicted in media. First, the user removes the front end cap of the LTA, which protects the thin IR window in front of the missile's seeker. The BCU cap is then removed and a BCU is inserted (Stingers are not shipped with BCUs inserted, for safety reasons), then activated by pressing the gripstock's safety and actuator switch forward, outward and downward, then releasing it. It takes 3-5 seconds for the BCU's thermal battery to warm up and the supply of liquid argon to cool the missile's seeker before the launcher is ready to track a target, during which time a whine can be heard as the internal gyros spin up. From the time of activation, the BCU can power and cool the missile for 45 seconds: if the weapon has not been fired within this period, a new BCU will have to be inserted and activated. The missile's flight time is not part of this time limit and once launched it runs on its own internal battery.&lt;br /&gt;
&lt;br /&gt;
The user begins the lock-on procedure by pointing the Stinger's iron sight at an empty area of sky, since the launcher uses negative contrast to detect potential targets. The target is then held within the circle defined by the front sight until the Stinger generates a lock-on tone: this is delivered through two means, a small but loud speaker mounted on the sight right next to the gunner's ear, and a vibrating pad that presses against the gunner's cheek in case they cannot hear the speaker. If a lock is not immediately acquired, swinging the sight on and off the target or in a figure-eight motion crossing over it is used. When the lock has been acquired, the user presses the uncaging switch near the front of the gripstock (which should make the lock-on tone louder), applies lead and superelevation, and then while still pressing the uncaging switch, holds their breath and pulls the trigger to fire the missile. There is a slight delay between pulling the trigger and the missile actually launching. The reason for the gunner holding their breath is not for bracing, but because the toxic exhaust plume from the first-stage flight motor igniting can easily envelop the launch location.&lt;br /&gt;
&lt;br /&gt;
On launching, the IR window at the front and bursting disc at the rear of the tube are both blown out. The Stinger is ejected from the tube by a small launching motor which is still burning as it exits, which is why the sight includes a plastic panel to protect the gunner's left eye: it is not uncommon for Stinger gunners to wear gas masks for firing exercises to protect them from heat wash and toxic exhaust fumes. The launch motor breaks away from the missile as it exits the tube and hits the ground some distance in front of the launcher. A lanyard connects the launch motor to a shorting plug in the missile's main flight motor arming circuit, and pulls this plug out as it detaches: the missile travels about 29 feet before its first-stage engine ignites. The two stages consist of a main flight motor and sustainer motor which together accelerate the missile to about Mach 2.5. The missile does not begin to manoeuvre until it has travelled 660 feet (200m), meaning it would only be effective against a totally stationary target like a hovering helicopter any closer than this. Stinger typically has a maximum flight time of 15-19 seconds: if it has not hit something before this, the missile will self-destruct. FIM-92C Stinger-RMP has a quoted maximum range of 5 miles (8km) and can engage targets at altitudes up to around 10,000 feet (3km).&lt;br /&gt;
&lt;br /&gt;
After firing, the BCU is removed and discarded, the IFF interrogator disconnected, and the IFF antenna stowed: when time permits, the gripstock is detached from the spent LTA. The LTA can be discarded, but is typically destroyed in some expedient manner (this practice comes from US experience with discarded LAWs being packed with explosives and used as boobytraps in Vietnam).&lt;br /&gt;
&lt;br /&gt;
While Stinger is a soft-launch weapon, this is relative to the main flight motor's power and it is certainly no &amp;quot;cold&amp;quot; launch. In combat the backblast danger zone from firing is 50 feet (15m) for personnel and 16 feet (5m) for equipment, and it is dangerous to fire the weapon at elevations greater than 65 degrees due to the backblast potentially injuring the user's legs. It is also dangerous to handle the BCU by anything but the handling ring for 30 minutes after use, as the cartridge heats up to 400 degrees Fahrenheit 3-5 minutes after activation due to the operation of the thermal battery: it must be removed before this time to avoid damage to the gripstock.&lt;br /&gt;
&lt;br /&gt;
==Additional Images==&lt;br /&gt;
&lt;br /&gt;
[[File:M6 Linebacker missiles.jpg|thumb|none|500px|4-round Stinger Standard Vehicle Mounted Launcher on M6 Bradley Linebacker - 70mm. All box launchers were removed from M6s in the period from 2005-2006 due to a lack of airborne threats in Iraq and Afghanistan. There were plans to re-add them to an updated counter-UAV M6 called the M-SHORAD which also mounted the XM914 30mm autocannon, a variant of the [[M230 Chain Gun]], but in 2018 the US Army decided to instead base this system on the Stryker chassis.]]&lt;br /&gt;
[[Image:Stinger-ATAS.jpg|thumb|none|500px|AIM-92 ATAS (Air To Air Stinger) twin launch rail - 70mm. The mounted LTAs in this shot are M60 Field Handling Trainers rather than live Stingers.]]&lt;br /&gt;
[[File:FIM-92 Stinger launcher.jpg|thumb|none|400px|M60 Field Handling Trainer (Inert dummy version of the FIM-92 Stinger) - 70mm]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Question==&lt;br /&gt;
Would using this weapon as a conventional rocket launcher work in real life?&lt;br /&gt;
&lt;br /&gt;
*Not really. For a start, from what I can gather you'd need to build a new guidence system if you wanted it to lock on to ground targets. If you just fired the missile regardless, it's pretty thin and doesn't have the biggest warhead in the universe; it'd be a waste of a complicated, expensive weapon to just fire it straight forward. Might as well use a LAW. [[User:Vangelis|Vangelis]] 21:18, 12 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Not to mention that it has an HE-Frag warhead, so you'd basically have a big, expensive grenade. [[User:Orca1 9904|Orca1 9904]] 21:22, 12 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::As others have said, it's a proximity explosive warhead designed to take down aircraft.  Now in the film [[Navy SEALs]] they used it as a last ditch weapon against an armored vehicle, but I hope people don't start thinking of it as an anti tank weapon.  A total waste of a VERY expensive rocket......[[User:MoviePropMaster2008|MoviePropMaster2008]] 02:37, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Minor correction: IIRC the Stinger is a &amp;quot;hittile&amp;quot; like Rapier that doesn't use a proximity fuze. He's probably thinking of videogames; Metal Gear Solid is the chief offender, where you have to take down a giant walking tank by firing Stingers at it. [[User:Vangelis|Vangelis]] 09:28, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page rename? ==&lt;br /&gt;
&lt;br /&gt;
Should this be moved to &amp;quot;FIM-92 Stinger&amp;quot;, as the FIM-92A is just the first of 5 variants of the missile, with the outward appearance of the launchers being identical. Also, does anyone know what the &amp;quot;M&amp;quot; designation for the launcher itself is, like how the launcher for the [[FIM-43 Redeye]] is the M41A1?  --[[User:Commando552|commando552]] 04:27, 27 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Other Variants ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the differences of other designated Stinger Variants. Probably for different launch platforms, I'm not sure&lt;br /&gt;
:By designation do you mean the difference between the FIM-92A and the other letter designations such as FIM-92B? If so, I don't think there is any external difference on the launcher itself, the only difference is on the missile, with improved warheads, motors, seekers and software. Bear in mind that the designation of FIM-92A (or whatever letter up to G I think) is for the missile itself, the launcher has a different designation. So for example even though there is not launcher resembling what you would think of as a Stinger MANPAD on vehicles like the Avenger or Linebacker, you would still say that they are armed with FIM-92Bs as this is the missile itself. I don't know what the designation is for the MANPAD launcher system, but similarly for its predecessor the Redeye the missile is the FIM-43, whilst the launcher itself is designated as the M41A1.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:09, 7 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Little too long?== &lt;br /&gt;
Is it just me or is a seven-paragraph briefing on the firing mechanics of the weapon way too long?--[[User:Mandolin|Mandolin]] ([[User talk:Mandolin|talk]]) 20:38, 19 December 2017 (EST)&lt;br /&gt;
:Eh, it's only three of them that are about the firing mechanics. And it's mainly because it's basically a certainty that any given piece of media will get literally everything there wrong. Edit: yeah, it is a bit excessive, I've shifted the big middle section to the top of the talk page. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:50, 19 December 2017 (EST)&lt;br /&gt;
::Actually, I do have a question. When you state that the BCU gives the weapon a &amp;quot;45 second supply of power&amp;quot;, what part of the weapon's operation is limited to 45 seconds? Do you have 45 seconds to fire the weapon once the battery is inserted and activated? Can you only hold a lock for 45 seconds? I'm not quite sure what this is supposed to mean. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:10, 19 December 2017 (EST)&lt;br /&gt;
:::It's a thermal battery and a small pressurised gas tank that provides power to the missile seeker and cools it (IR seeker electronics have to be ''very'' cold to function). Stinger needs to lock on using the seeker that's actually on the nose of the missile (hence being able to aim an IR-guided weapon with iron sights). So yeah, it's 45 seconds to fire once the BCU is activated, otherwise you have to toss it and start over. The missile has its own integral battery for when it's actually left the launcher. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:17, 19 December 2017 (EST)&lt;br /&gt;
::::Okay, thanks for the help. Considering all of the steps involved (and thus all of the things that one could accidentally forget), coupled with a time limit, that seems like a lot of pressure. I mean, obviously some of that is dealt with through training, but still. I can only imagine the kind of bullets someone would be sweating trying to set this thing up and use it, especially with the added pressure of there being an enemy aircraft nearby. Well, I guess that's war for ya. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:39, 19 December 2017 (EST)&lt;br /&gt;
:::::Yeah. Javelin works like this too and has the added fun that you ''can't'' replace the BCU because it's part of the LTA, but the BCU on Javelin lasts for four minutes after activation rather than 45 seconds and the CLU has its own battery so you don't need to activate the BCU to have all your neato modern targeting scope functions. But I think the biggest balls of brass requiring weapon was the Dragon, where you had to remain in a seated position for up to 11.5 seconds guiding it after kicking up a huge pall of smoke to tell everyone where you were. And knowing you probably weren't going to hit what you were shooting at because Dragon was terrible and had an 80% miss rate under combat conditions. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 23:03, 19 December 2017 (EST)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:FIM-92_Stinger&amp;diff=1316216</id>
		<title>Talk:FIM-92 Stinger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:FIM-92_Stinger&amp;diff=1316216"/>
		<updated>2019-12-17T08:21:42Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=Additional=&lt;br /&gt;
==Stinger firing procedure==&lt;br /&gt;
[[Image:Stinger-firing.jpg|thumb|right|400px|Launching of a live Stinger missile: note the separated, still-burning launch motor.]]&lt;br /&gt;
Firing a Stinger is a more complicated procedure that the &amp;quot;point, lock, shoot&amp;quot; usually depicted in media. First, the user removes the front end cap of the LTA, which protects the thin IR window in front of the missile's seeker. The BCU cap is then removed and a BCU is inserted (Stingers are not shipped with BCUs inserted, for safety reasons), then activated by pressing the gripstock's safety and actuator switch forward, outward and downward, then releasing it. It takes 3-5 seconds for the BCU's thermal battery to warm up and the supply of liquid argon to cool the missile's seeker before the launcher is ready to track a target, during which time a whine can be heard as the internal gyros spin up. From the time of activation, the BCU can power and cool the missile for 45 seconds: if the weapon has not been fired within this period, a new BCU will have to be inserted and activated. The missile's flight time is not part of this time limit and once launched it runs on its own internal battery.&lt;br /&gt;
&lt;br /&gt;
The user begins the lock-on procedure by pointing the Stinger's iron sight at an empty area of sky, since the launcher uses negative contrast to detect potential targets. The target is then held within the circle defined by the front sight until the Stinger generates a lock-on tone: this is delivered through two means, a small but loud speaker mounted on the sight right next to the gunner's ear, and a vibrating pad that presses against the gunner's cheek in case they cannot hear the speaker. If a lock is not immediately acquired, swinging the sight on and off the target or in a figure-eight motion crossing over it is used. When the lock has been acquired, the user presses the uncaging switch near the front of the gripstock (which should make the lock-on tone louder), applies lead and superelevation, and then while still pressing the uncaging switch, holds their breath and pulls the trigger to fire the missile. There is a slight delay between pulling the trigger and the missile actually launching. The reason for the gunner holding their breath is not for bracing, but because the toxic exhaust plume from the first-stage flight motor igniting can easily envelop the launch location.&lt;br /&gt;
&lt;br /&gt;
On launching, the IR window at the front and bursting disc at the rear of the tube are both blown out. The Stinger is ejected from the tube by a small launching motor which is still burning as it exits, which is why the sight includes a plastic panel to protect the gunner's left eye: it is not uncommon for Stinger gunners to wear gas masks for firing exercises to protect them from heat wash and toxic exhaust fumes. The launch motor breaks away from the missile as it exits the tube and hits the ground some distance in front of the launcher. A lanyard connects the launch motor to a shorting plug in the missile's main flight motor arming circuit, and pulls this plug out as it detaches: the missile travels about 29 feet before its first-stage engine ignites. The two stages consist of a main flight motor and sustainer motor which together accelerate the missile to about Mach 2.5. The missile does not begin to manoeuvre until it has travelled 660 feet (200m), meaning it would only be effective against a totally stationary target like a hovering helicopter any closer than this. Stinger typically has a maximum flight time of 15-19 seconds: if it has not hit something before this, the missile will self-destruct. FIM-92C Stinger-RMP has a quoted maximum range of 5 miles (8km) and can engage targets at altitudes up to around 10,000 feet (3km).&lt;br /&gt;
&lt;br /&gt;
After firing, the BCU is removed and discarded, the IFF interrogator disconnected, and the IFF antenna stowed: when time permits, the gripstock is detached from the spent LTA. The LTA can be discarded, but is typically destroyed in some expedient manner (this practice comes from US experience with discarded LAWs being packed with explosives and used as boobytraps in Vietnam).&lt;br /&gt;
&lt;br /&gt;
While Stinger is a soft-launch weapon, this is relative to the main flight motor's power and it is certainly no &amp;quot;cold&amp;quot; launch. In combat the backblast danger zone from firing is 50 feet (15m) for personnel and 16 feet (5m) for equipment, and it is dangerous to fire the weapon at elevations greater than 65 degrees due to the backblast potentially injuring the user's legs. It is also dangerous to handle the BCU by anything but the handling ring for 30 minutes after use, as the cartridge heats up to 400 degrees Fahrenheit 3-5 minutes after activation due to the operation of the thermal battery: it must be removed before this time to avoid damage to the gripstock.&lt;br /&gt;
&lt;br /&gt;
==Additional Images==&lt;br /&gt;
&lt;br /&gt;
[[File:M6 Linebacker missiles.jpg|thumb|none|500px|4-round Stinger Standard Vehicle Mounted Launcher on M6 Bradley Linebacker - 70mm. All box launchers were removed from M6s in the period from 2005-2006 due to a lack of airborne threats in Iraq and Afghanistan. There were plans to re-add them to an updated counter-UAV M6 called the M-SHORAD which also mounted the XM914 30mm autocannon, a variant of the [[M230 Chain Gun]], but in 2018 the US Army decided to instead base this system on the Stryker chassis.]]&lt;br /&gt;
[[Image:Stinger-ATAS.jpg|thumb|none|500px|AIM-92 ATAS (Air To Air Stinger) twin launch rail - 70mm. The mounted LTAs in this shot are M60 Field Handling Trainers rather than live Stingers.]]&lt;br /&gt;
[[File:FIM-92 Stinger launcher.jpg|thumb|right|400px|M60 Field Handling Trainer (Inert dummy version of the FIM-92 Stinger) - 70mm]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Question==&lt;br /&gt;
Would using this weapon as a conventional rocket launcher work in real life?&lt;br /&gt;
&lt;br /&gt;
*Not really. For a start, from what I can gather you'd need to build a new guidence system if you wanted it to lock on to ground targets. If you just fired the missile regardless, it's pretty thin and doesn't have the biggest warhead in the universe; it'd be a waste of a complicated, expensive weapon to just fire it straight forward. Might as well use a LAW. [[User:Vangelis|Vangelis]] 21:18, 12 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Not to mention that it has an HE-Frag warhead, so you'd basically have a big, expensive grenade. [[User:Orca1 9904|Orca1 9904]] 21:22, 12 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::As others have said, it's a proximity explosive warhead designed to take down aircraft.  Now in the film [[Navy SEALs]] they used it as a last ditch weapon against an armored vehicle, but I hope people don't start thinking of it as an anti tank weapon.  A total waste of a VERY expensive rocket......[[User:MoviePropMaster2008|MoviePropMaster2008]] 02:37, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Minor correction: IIRC the Stinger is a &amp;quot;hittile&amp;quot; like Rapier that doesn't use a proximity fuze. He's probably thinking of videogames; Metal Gear Solid is the chief offender, where you have to take down a giant walking tank by firing Stingers at it. [[User:Vangelis|Vangelis]] 09:28, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page rename? ==&lt;br /&gt;
&lt;br /&gt;
Should this be moved to &amp;quot;FIM-92 Stinger&amp;quot;, as the FIM-92A is just the first of 5 variants of the missile, with the outward appearance of the launchers being identical. Also, does anyone know what the &amp;quot;M&amp;quot; designation for the launcher itself is, like how the launcher for the [[FIM-43 Redeye]] is the M41A1?  --[[User:Commando552|commando552]] 04:27, 27 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Other Variants ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the differences of other designated Stinger Variants. Probably for different launch platforms, I'm not sure&lt;br /&gt;
:By designation do you mean the difference between the FIM-92A and the other letter designations such as FIM-92B? If so, I don't think there is any external difference on the launcher itself, the only difference is on the missile, with improved warheads, motors, seekers and software. Bear in mind that the designation of FIM-92A (or whatever letter up to G I think) is for the missile itself, the launcher has a different designation. So for example even though there is not launcher resembling what you would think of as a Stinger MANPAD on vehicles like the Avenger or Linebacker, you would still say that they are armed with FIM-92Bs as this is the missile itself. I don't know what the designation is for the MANPAD launcher system, but similarly for its predecessor the Redeye the missile is the FIM-43, whilst the launcher itself is designated as the M41A1.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:09, 7 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Little too long?== &lt;br /&gt;
Is it just me or is a seven-paragraph briefing on the firing mechanics of the weapon way too long?--[[User:Mandolin|Mandolin]] ([[User talk:Mandolin|talk]]) 20:38, 19 December 2017 (EST)&lt;br /&gt;
:Eh, it's only three of them that are about the firing mechanics. And it's mainly because it's basically a certainty that any given piece of media will get literally everything there wrong. Edit: yeah, it is a bit excessive, I've shifted the big middle section to the top of the talk page. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:50, 19 December 2017 (EST)&lt;br /&gt;
::Actually, I do have a question. When you state that the BCU gives the weapon a &amp;quot;45 second supply of power&amp;quot;, what part of the weapon's operation is limited to 45 seconds? Do you have 45 seconds to fire the weapon once the battery is inserted and activated? Can you only hold a lock for 45 seconds? I'm not quite sure what this is supposed to mean. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:10, 19 December 2017 (EST)&lt;br /&gt;
:::It's a thermal battery and a small pressurised gas tank that provides power to the missile seeker and cools it (IR seeker electronics have to be ''very'' cold to function). Stinger needs to lock on using the seeker that's actually on the nose of the missile (hence being able to aim an IR-guided weapon with iron sights). So yeah, it's 45 seconds to fire once the BCU is activated, otherwise you have to toss it and start over. The missile has its own integral battery for when it's actually left the launcher. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:17, 19 December 2017 (EST)&lt;br /&gt;
::::Okay, thanks for the help. Considering all of the steps involved (and thus all of the things that one could accidentally forget), coupled with a time limit, that seems like a lot of pressure. I mean, obviously some of that is dealt with through training, but still. I can only imagine the kind of bullets someone would be sweating trying to set this thing up and use it, especially with the added pressure of there being an enemy aircraft nearby. Well, I guess that's war for ya. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:39, 19 December 2017 (EST)&lt;br /&gt;
:::::Yeah. Javelin works like this too and has the added fun that you ''can't'' replace the BCU because it's part of the LTA, but the BCU on Javelin lasts for four minutes after activation rather than 45 seconds and the CLU has its own battery so you don't need to activate the BCU to have all your neato modern targeting scope functions. But I think the biggest balls of brass requiring weapon was the Dragon, where you had to remain in a seated position for up to 11.5 seconds guiding it after kicking up a huge pall of smoke to tell everyone where you were. And knowing you probably weren't going to hit what you were shooting at because Dragon was terrible and had an 80% miss rate under combat conditions. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 23:03, 19 December 2017 (EST)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=FIM-92_Stinger&amp;diff=1316215</id>
		<title>FIM-92 Stinger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=FIM-92_Stinger&amp;diff=1316215"/>
		<updated>2019-12-17T08:21:22Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: &lt;/p&gt;
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&lt;div&gt;[[File:FIM-92 Stinger.jpg|thumb|right|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|right|400px|FIM-92 Stinger DMS (dual mount system) - 70mm. This system provides a power and coolant supply for two LTAs, and includes a radio set and datalink to provide the gunner with information from external early warning systems such as portable radars.]]&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|right|400px|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
&lt;br /&gt;
The '''FIM-92 Stinger''' is the US military's principle man-portable air defence system (MANPADS). It was initially developed as a simple upgrade to the [[FIM-43 Redeye]] by General Dynamics, and was called the FIM-43 Redeye II before being designated as FIM-92 in 1971 and Stinger in 1972. Technical challenges meant the first successful shoulder launch did not take place until 1975, with the initial &amp;quot;A&amp;quot; variant entering production in 1978. Originally developed as a pure passive IR-seeking system and updated to use dual-mode passive IR / UV starting with the FIM-92B in 1983 in order to defeat flares, it is a fire-and-forget weapon using a soft-launch missile with a two-stage main booster, with the business end a 6.6-pound hit-to-kill annular blast fragmentation warhead. In infantry use, it is typically issued to a two-man crew.&lt;br /&gt;
&lt;br /&gt;
A Stinger has two main parts: the larger is the disposable Launch Tube Assembly, which incorporates the fiberglass launch tube, a 22-pound, 5-foot encased missile with an attached launch motor, a desiccant cartridge with a moisture indicator, and the weapon's sighting unit. The other is the reusable gripstock assembly, which includes the trigger assembly, controls, and the folding IFF (identify friend or foe) antenna. Two additional parts are the BCU (battery coolant unit) cartridge which is inserted into a well in the underside of the gripstock with a quarter-turn to lock it (something which is almost ''never'' shown being done in media) and provides a 45 second supply of both power from a thermal battery and argon coolant gas for the missile seeker once activated (meaning the user has 45 seconds to fire the weapon once the BCU has been activated, or they will have to insert a new one), and the optional IFF interrogator, a small computer which is worn on the user's belt and connects to the base of the pistol grip via a wire which gives both a data and power connection (the IFF antenna runs off the interrogator's battery, not the BCU). Without the latter, the weapon's IFF antenna does nothing: with it, the system can interrogate targets, identifying them as either friendly or unknown. The IFF only provides a &amp;quot;beep&amp;quot; response when the &amp;quot;challenge&amp;quot; button on the launcher is pressed (many short beeps means unknown, two half-second beeps at a half-second interval means positive friend, one 1.5 second beep a possible friend, no beep a malfunction), it does not prevent the Stinger from locking on or firing. The Stinger does not require the IFF antenna to be open in order to fire: frequently it is shown in the deployed position in media in scenarios where there would be no need for it or without the interrogator connected, seemingly just because it looks good.&lt;br /&gt;
&lt;br /&gt;
A complete Stinger is issued as a single &amp;quot;weapon-round&amp;quot; (as opposed to a &amp;quot;missile-round,&amp;quot; which is just the LTA: Stingers are shipped long distances with the gripstocks separated to reduce their usefulness if stolen) in a protective case with either three or five BCUs, an IFF interrogator and a set of earplugs (FM 44-18-1 warns that permanent deafness will result from exposure to more than two firings without ear protection). While the gripstock is reusable, a Stinger team is usually only issued with two missile-rounds compared to four weapon-rounds, so it is not common for a Stinger to be &amp;quot;reloaded&amp;quot; in the field. Mating the gripstock to an LTA requires a protective cover be removed from the LTA's underside: the gripstock then slides into position and is locked with a latch at the front of the assembly. The LTA used in mounted Stinger variants such as the Standard Vehicle Mounted Launcher (SVML) is identical to the MANPADS version, and LTAs can be dismounted and fitted with gripstocks as normal if the vehicle is disabled.&lt;br /&gt;
&lt;br /&gt;
In 1991 the US Marine Corps began a program called WASP (Wide-Angle Stinger Pointer) to develop a night-vision sight for the Stinger. Raytheon designed a sight derived from their existing AN/PAS-13B, the AN/PAS-18, which was adopted by the USMC as the Stinger Night Sight (SNS) in 1993. The SNS is a passive night-vision scope that attaches to the top of the launch tube: as well as the USMC, it has also been adopted by the German Air Force as part of the VSHORAD (Very Short Range Air Defence) system, and Euroatlas GmbH has produced a variant of the design adapted to fit on the Russian SA-16 &amp;quot;Gimlet&amp;quot; missile system.&lt;br /&gt;
&lt;br /&gt;
Note: Before adding to this list, make sure that you have checked the [[FIM-43 Redeye]] page. For anime in particular, also check the [[Type 91 MANPADS]] page. For a brief guide in differentiating these three weapons, see the bottom of this page. For a brief guide to the actual firing procedure of a Stinger (which is very rarely shown correctly in media) see [[Talk:FIM-92_Stinger#Stinger_firing_procedure|this section]] on the discussion page.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
''(1978-present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Surface-to-air missile (FIM-92), air-to-air missile (AIM-92 ATAS and ATAL)&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 70mm (2.76in) Missile, hit-to-kill annular blast fragmentation warhead (added proximity sensor on FIM-92J, remote command detonation based on a laser rangefinder under testing for AN/TWQ-1 Avenger)&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 1 missile in disposable launch tube (MANPADS version),  2 missiles in disposable launch tubes (ATAS, ATAL, Stinger DMS), 4 missile launch tubes in reloadable SVML (Boeing Laser Avenger and M6 Bradley Linebacker, latter system retired 2005-2006), 8 missile launch tubes in two SVMLs (AN/TWQ-1 Avenger)&lt;br /&gt;
&lt;br /&gt;
'''System weight:''' FIM-92A: 33.5 lb (15.19 kg)&lt;br /&gt;
&lt;br /&gt;
'''Missile weight:''' 22 lb (10.1 kg)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 59.8 in (1.52 m)&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' Single shot, IR homing (FIM-92A), dual IR and UV homing (FIM-92B and later), IR, UV and passive radar (Stinger ADSM, cancelled), imaging infrared (Stinger RMP Block II, cancelled)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''The FIM-92 Stinger has appeared used by the following actors in the following movies, video games, and television series:'''&lt;br /&gt;
&lt;br /&gt;
=== Film ===&lt;br /&gt;
&lt;br /&gt;
In live-action works a &amp;quot;Stinger&amp;quot; is usually a real, expended Stinger launch tube with its integrated sighting unit (as these are in many jurisdictions treated as expended rounds of ammunition), mounted on a prop gripstock unit. These props can be distinguished from a real gripstock by inaccuracies in the IFF antenna design (which is often rather wobbly) and often having a totally flat front, without the latch for attaching the gripstock to the launch tube.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Fourth War]] || || U.S. Army soldiers || Prop gripstock || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Birds]] || [[Sean Young]] || CWO Billie Lee Guthrie || With a real gripstock || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Birds]] || ||  ||  AIM-92 ATAS, mounted on AH-64 Apache helicopters || 1990&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Under Siege]] || || Henchmen ||  || 1992&lt;br /&gt;
|-&lt;br /&gt;
|   ''[[True Lies]] ||  || Crimson Jihad terrorists || With both real and prop gripstock in different shots || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Boyz]] || || Vinh Moc's soldier || Prop replica || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Canadian Bacon]] || [[Kevin J. O'Connor]] || Roy Boy|| Prop replica || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2009: Lost Memories]] || || Fureisenjin terrorists || Spent tube with no gripstock ||2002&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Charlie Wilson's War]] ||  ||  Mujahadeen fighters ||  Prop gripstock and blown-out IR window || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Charlie Wilson's War]] || [[Tom Hanks]] || Charlie Wilson ||  Prop gripstock and blown-out IR window || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Day the Earth Stood Still, The (2008)|The Day the Earth Stood Still]] || || U.S. Army soldier ||  Mounted on M1097 Avenger Humvee || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Olympus Has Fallen]]'' || || || AIM-92 Stinger ATAS, mounted on Black Hawk helicopters ||  2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terminator: Genisys]]'' ||  || Resistance fighter || Prop gripstock and blown-out IR window  || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[London Has Fallen]]'' ||  || Terrorists || Prop gripstock and blown-out IR window || 2016&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;220&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;550&amp;quot;|'''Note/Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[JAG - Season 1|JAG]] ||[[Lee Tergesen]] || Gunnery Sgt. Gentry ||  &amp;quot;Brig Break&amp;quot; || 1995&lt;br /&gt;
|-&lt;br /&gt;
|   ''[[Stargate SG-1 - Season 1|Stargate SG-1]] |||| U.S military personnel ||&amp;quot;Children of the Gods&amp;quot; (S1E01) || 1997&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[NCIS - Season 1|NCIS]] ||  ||  ||seen in weapons cache; &amp;quot;Enigma&amp;quot; (S1E15)|| 2004&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[JAG - Season 8|JAG]] ||  || Terrorist||   &amp;quot;A Tangled Webb, Part I&amp;quot; (S8E24) || 2008&lt;br /&gt;
|-&lt;br /&gt;
|   ''[[Doctor Who (New Series)|Doctor Who]] || || British Army soldiers || &amp;quot;Doomsday&amp;quot; (S2E13), Incorrectly used against ground targets || 2006&lt;br /&gt;
|-&lt;br /&gt;
|''[[Unit, The|The Unit]] ||  [[Scott Foley]] || Sgt. Bob Brown || &amp;quot;Eating the Young&amp;quot; (S1E09) || 2006&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[CSI: Miami - Season 4|CSI: Miami]] || [[Vincent Laresca]] || Antonio Riaz ||&amp;quot;One of Our Own&amp;quot; (S4E25) || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lost - Season 4|Lost]]'' || || || &amp;quot;Cabin Fever&amp;quot; (S4E11) || 2008&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Doctor Who (New Series)|Doctor Who]] || || UNIT soldiers || &amp;quot;Poison Sky&amp;quot; (S4E05);  Incorrectly used against ground targets || 2008&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Branch (Expozitura)]] || || The assassins ||  9th/ &amp;quot;Král je mrtev&amp;quot; || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Meteor (2009 Miniseries)|Meteor]]''||||Army National Guard||||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blacklist, The - Season 1|The Blacklist]]'' || || || seen in weapons sale; &amp;quot;The Stewmaker (No. 161)&amp;quot; (S1E04) || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Doctor Who (New Series) - Season 9]]'' || [[Jenna-Louise Coleman]] || Bonnie (Zygon duplicate of Clara) || modified and shortened; &amp;quot;The Zygon Invasion&amp;quot; || 2015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&lt;br /&gt;
Video games tend to drastically reduce the Stinger's minimum effective range (often having it seek right out of the tube rather than flying in a straight line for 660 feet) and will typically give it some kind of digital targeting interface, even if this is somehow generated by its normal iron sights.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear 2: Solid Snake]]'' || || || || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil 2]]'' || || || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid 2: Sons of Liberty]]'' || || || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint]]'' || AA Launcher || || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Conflict: Desert Storm]]'' || || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shadow Force: Razor Unit]]'' || AA Launcher || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[America's Army]]'' || || || Stored in crates in multiplayer mode, non-playable || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto: San Andreas]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Squad]]'' || SAN92 || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Joint Operations: Typhoon Rising]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Söldner: Secret Wars]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid: The Twin Snakes]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]]'' || || || In twin mount and quad launcher on M6 Linebacker || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality]]'' || || || Shoulder, twin, and vehicle-mounted || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 4: Modern Warfare]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World in Conflict]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mercenaries 2: World in Flames]]'' || || || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid 4: Guns of the Patriots]]'' || || || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint 2: Dragon Rising]]'' || || With AN/PVS-4 Thermal Scope || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Modern Warfare 2]]'' || Stinger || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil 5]]'' || || || Desperate Escape DLC || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops]]'' || SAM Turret || || FIM-92 Stinger DMS version, incorrectly depicted as autonomous, anachronistic || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ace Combat: Assault Horizon]]'' || || || Simplistic launcher model designed to produce a convincing shadow, and AIM-92 ATAS launchers optional for AH-64 Apache || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield Play4Free]]'' || || || In twin mount || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Modern Warfare 3]]'' || Stinger || || Incorrect backward-sloped grip, iron sights generate digital targeting boxes || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint: Red River]]'' || || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality: Falklands]]'' || || || Shoulder and twin mount || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil: Revelations]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ravaged]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Rising: Revengeance]]'' || Homing Missile || || &amp;quot;Futurised&amp;quot; version with radome instead of IFF antenna || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto V]]'' || Homing Launcher || || Incorrectly muzzle loaded with warhead outside like [[RPG-7]] || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || Stinger MANPADS || || || 2016&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anime ===&lt;br /&gt;
&lt;br /&gt;
See the section below on checking the weapon is not a [[Type 91 MANPADS]], as these are quite common in recent anime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Film Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| Gokumon || ''[[Violence Jack: Hell's Wind Hen]]'' ||  || 1990&lt;br /&gt;
|-&lt;br /&gt;
| Kuze || ''[[Ghost in the Shell Stand Alone Complex 2nd Gig]]'' ||  || 2004 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| Dejima refugees || ''[[Ghost in the Shell Stand Alone Complex 2nd Gig]]'' ||  || 2004 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| JGSDF soldiers || ''[[Saikano]]'' ||  || 2006&lt;br /&gt;
|-&lt;br /&gt;
| Kiefer || ''[[Rideback]]'' ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
| Major Pollack's militia || ''[[Jormungand]]'' || Refurbished FIM-92As || 2012&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|right|400px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|right|400px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
&lt;br /&gt;
The M134 training set is an inert system that is used to train Stinger gunners in target tracking and acquisition and is only capable of lobbing a large blue dummy missile with a real tracker head but no main motor a short distance, to acclimate gunners to the feeling of the missile exiting the tube. A large performance indicator box is fitted to the rear-left of the LTA. Instead of a BCU it uses a training battery inserted into the same well which is 3 inches longer and around twice as heavy: this has enough power for 16 47-second training sessions. It is issued with a dummy IFF interrogator which provides random responses, though it is compatible with the real IFF interrogator unit too. &amp;quot;TRACKING TRAINER&amp;quot; is printed on the side of the gripstock, and &amp;quot;TRAINER, TRACKING&amp;quot; on the iron sight flap.&lt;br /&gt;
&lt;br /&gt;
There is also a totally inert training version of the Stinger, the M60 Field Handling Trainer, which is used purely for handling and manual of arms drills. This can easily be identified by the word &amp;quot;DUMMY&amp;quot; on the side of the gripstock and either &amp;quot;DUMMY MISSILE&amp;quot; or &amp;quot;FIELD HANDLING TRAINER&amp;quot; on the iron sight flap.&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint]]''||FIM-92 Stinger||||Incorrectly shown as a live weapon||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA: Armed Assault]]'' ||FIM-92F Stinger||||With performance indicator removed, incorrectly shown as a live weapon||2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA II]]'' ||FIM-92F Stinger||||With performance indicator removed, incorrectly shown as a live weapon||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 3]]'' ||FIM-92 Stinger||||With performance indicator removed, incorrectly shown as a live weapon||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 4]]'' ||FIM-92 Stinger||||With performance indicator removed, incorrectly shown as a live weapon|||2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;BR clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to tell the FIM-92 Stinger from the FIM-43 Redeye==&lt;br /&gt;
The Redeye is an earlier MANPADS which is similar in outward appearance to the Stinger and due to the fact that it has since been retired from active service with the US military there are a higher number of deactivated launchers on the market meaning that it often stands in for the Stinger in live-action films and television (The FIM-92 Stinger is in fact an evolution of the FIM-43 Redeye, with  developmental name of the Stinger being the &amp;quot;Redeye II&amp;quot;). There are however several key differences which can be used to identify a launcher as a Redeye:&lt;br /&gt;
[[File:FIM43.jpg|thumb|500px|none|FIM-43 Redeye - 70mm. The Redeye launcher lacks the IFF box antenna found on the right side of a Stinger, lacks the cylindrical desiccant cartridge mounted on top of the LTA, the sighting unit is longer and extends further towards the front of the launcher tube, the bottom of the fire control unit is rounded, the battery pack protrudes even further out of the the bottom of the launcher than the trainer battery for the M134 trainer, and the pistol grip slopes backwards like on a conventional firearm, as opposed to the forward sloping grip found on the Stinger launcher.]]&lt;br /&gt;
&lt;br /&gt;
==How to tell the FIM-92 Stinger from the Type 91 MANPADS==&lt;br /&gt;
&lt;br /&gt;
The Japanese [[Type 91 MANPADS]] is another very similar weapon to the Stinger.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 91 MANPAD Launcher display.JPG|thumb|none|500px|Type 91 MANPADS launcher on static display - 80mm. Note that the IFF antenna has two rows of half-height holes instead of one row of full-height holes, there is a rectangular device mounted diagonally on the side of the launcher directly below the sight that appears to be some kind of second eyepiece, and it has a short, broad muzzle that looks almost the same as the tailcone rather than the longer and flatter muzzle of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Missile Launcher]]&lt;br /&gt;
[[Category:MANPADS]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hawaii_Five-0_(2010)_-_Season_10&amp;diff=1316214</id>
		<title>Hawaii Five-0 (2010) - Season 10</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hawaii_Five-0_(2010)_-_Season_10&amp;diff=1316214"/>
		<updated>2019-12-17T08:21:09Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-92 Stinger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{unknown}}&lt;br /&gt;
{{ongoing}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|picture = H50TITLE.jpg&lt;br /&gt;
|country = [[File:USA.jpg|25px]] USA&lt;br /&gt;
|channel =  CBS&lt;br /&gt;
|genre = Crime&lt;br /&gt;
|dates = 2019-2020&lt;br /&gt;
|episodes = 22&lt;br /&gt;
|character1= Steve McGarrett&lt;br /&gt;
|actor1=[[Alex O'Loughlin]]&lt;br /&gt;
|character2= Danny &amp;quot;Danno&amp;quot; Williams&lt;br /&gt;
|actor2=[[Scott Caan]] &lt;br /&gt;
|character3=Lou Grover&lt;br /&gt;
|actor3=[[Chi McBride]]&lt;br /&gt;
|character4=Jerry Ortega&lt;br /&gt;
|actor4=[[Jorge Garcia]]&lt;br /&gt;
|character5=Sgt. Duke Lukela&lt;br /&gt;
|actor5=[[Dennis Chun]]&lt;br /&gt;
|character6=Kamekona Tupuola &lt;br /&gt;
|actor6=[[Taylor Wily]]&lt;br /&gt;
|character7=Tani Rey&lt;br /&gt;
|actor7=[[Meaghan Rath]]&lt;br /&gt;
|character8=Junior Reigns&lt;br /&gt;
|actor8=[[Beulah Koale]]&lt;br /&gt;
|character9=Quinn Liu&lt;br /&gt;
|actor9=[[Katrina Law]]&lt;br /&gt;
}}  &lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|10|Hawaii Five-0 (2010){{!}}Hawaii Five-0}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Navy==&lt;br /&gt;
Steve McGarrett ([[Alex O'Loughlin]]) continues to carry a [[SIG-Sauer P226]] Navy with a Surefire X300 Ultra weaponlight as his sidearm. Junior Reigns ([[Beulah Koale]]) also carries the Navy SIG as his sidearm as well.&lt;br /&gt;
&lt;br /&gt;
[[File:P226 Navy.jpg|thumb|none|300px|SIG-Sauer P226 Navy - 9x19mm]] &lt;br /&gt;
[[File:H50S10E01 01.jpg|thumb|none|600px|McGarrett aims his P226 Navy at a POI in &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).]] &lt;br /&gt;
[[File:H50S10E05 00.jpg|thumb|none|600px|Junior raids an apartment in &amp;quot;He 'oi'o Kuhihewa; He Kaka ola i 'ike 'ia e ka Makaula&amp;quot; (S10E05).]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is seen with some characters in the season. &lt;br /&gt;
[[Image:BerettaM92FS DH1&amp;amp;LW1.jpg‎|thumb|300px|none|Beretta 92FS - 9x19mm.]] &lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] used in certain episodes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (3rd generation) - 9x19mm]] &lt;br /&gt;
[[File:H50S10E01 02.jpg|thumb|none|600px|US Army CID officer Quinn Liu ([[Katrina Law]]) draws her weapon in &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).]] &lt;br /&gt;
[[File:H50S10E01 05.jpg|thumb|none|600px|Tom Kendall aims his sidearm at a hostage.]]&lt;br /&gt;
[[File:H50S10E02 00.jpg|thumb|none|600px|Cristobal Moreno (Manuel Uriza) takes cover from a gunfight in &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02).]]&lt;br /&gt;
[[File:H50S10E03 00.jpg|thumb|none|600px|A US Army MP officer takes his sidearm out in &amp;quot;E Uhi Ana Ka Wa I Hala I Na Mea I Hala&amp;quot; (S10E03).]]&lt;br /&gt;
[[File:H50S10E04 00.jpg|thumb|none|600px|Yumi Chun (Kirstin Leigh) with a stolen Glock in &amp;quot;Ukuli'i ka Pua, Onaona i ka Mau'u&amp;quot; (S10E04).]]&lt;br /&gt;
[[File:H50S10E05 01.jpg|thumb|none|600px|A HPD officer with his sidearm out in &amp;quot;He 'oi'o Kuhihewa; He Kaka ola i 'ike 'ia e ka Makaula&amp;quot; (S10E05).]]&lt;br /&gt;
[[File:H50S10E10 00.jpg|thumb|none|600px|Adam with a Glock while masked in &amp;quot;O 'oe, a 'owau, nalo ia mea&amp;quot; (S10E10).]]&lt;br /&gt;
[[File:H50S10E11 01.jpg|thumb|none|600px|Grover examines a CSI photo of a Glock 17 in &amp;quot;Ka i ka 'ino, no ka 'ino&amp;quot; (S10E11).]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock17Sup.jpg|thumb|none|300px|Glock 17 3rd Generation (Suppressor Ready) - 9x19mm]]&lt;br /&gt;
[[File:H50S10E05 02.jpg|thumb|none|600px|A masked man in a Ghostface mask takes out his suppressed pistol in &amp;quot;He 'oi'o Kuhihewa; He Kaka ola i 'ike 'ia e ka Makaula&amp;quot; (S10E05).]]&lt;br /&gt;
[[File:H50S10E05 03.jpg|thumb|none|600px|Another shot of the suppressed Glock fired.]]&lt;br /&gt;
[[File:H50S10E07 07.jpg|thumb|none|600px|Closeup of the Glock 17 used by rogue Sinaloa Cartel leader Carmen Lucia Perez (Onahoua Rodriguez) in &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
[[File:H50S10E07 06.jpg|thumb|none|600px|Carmen aims her suppressed sidearm at Doris.]]&lt;br /&gt;
 &lt;br /&gt;
==Glock 19==&lt;br /&gt;
A Glock 19 is seen used by some characters.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 (3rd Generation) - 9x19mm]] &lt;br /&gt;
[[File:H50S10E07 08.jpg|thumb|none|600px|Doris McGarrett ([[Christine Lahti]]) draws her sidearm out in an angst moment in &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
&lt;br /&gt;
[[File:Suppressed Glock 19.jpg|thumb|none|400px|Suppressed Glock 19 - 9x19mm]]&lt;br /&gt;
[[File:H50S10E02 03.jpg|thumb|none|600px|A hired gun takes out FBI agents in a hotel safehouse in &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02).]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 (TTI Combat Master Package)==&lt;br /&gt;
A [[Glock 19]] (TTI Combat Master Package) with a Streamlight TLR-7 is used by Tani Rey ([[Meaghan Rath]]) as her sidearm. &lt;br /&gt;
&lt;br /&gt;
[[File:TTI Glock19.jpg|thumb|none|350px|Taran Tactical Innovations Combat Master Package Glock 19 - 9x19mm used in the show. Credit/courtesy to '''Xtreme Props''' for the image shown.]] &lt;br /&gt;
[[File:H50S10E03 01.jpg|thumb|none|600px|Tani with her TTI Glock 19 out in &amp;quot;E Uhi Ana Ka Wa I Hala I Na Mea I Hala&amp;quot; (S10E03).]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34 (TTI Combat Master Package)==&lt;br /&gt;
A [[Glock 34]] (TTI Combat Master Package) with a Streamlight TLR-7 is used by Lou Grover ([[Chi McBride]]) as his sidearm, which replaces his Kimber Warrior.&lt;br /&gt;
[[File:Glock 34 TTI Combat Master.jpg|thumb|none|350px||Taran Tactical Innovations Combat Master Package Glock 34 - 9x19mm]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P30==&lt;br /&gt;
Detective Danny 'Danno' Williams ([[Scott Caan]]) continues to carry as his sidearm the [[Heckler &amp;amp; Koch P30]]. Adam Noshimuri ([[Ian Anthony Dale]]) now uses it instead of the M&amp;amp;P in the previous season. Kenji Higashi uses it as his sidearm, first seen in &amp;quot;O 'oe, a 'owau, nalo ia mea&amp;quot; (S10E10).&lt;br /&gt;
&lt;br /&gt;
[[Image:HK-P30.jpg|thumb|300px|none|Heckler &amp;amp; Koch P30 - 9x19mm]]  &lt;br /&gt;
[[File:H50S10E01 00.jpg|thumb|none|600px|Danno takes out his sidearm in &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).]] &lt;br /&gt;
[[File:H50S10E02 02.jpg|thumb|none|600px|Adam searches a suspected FBI safehouse in the middle of &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02).]]&lt;br /&gt;
[[File:H50S10E10 01.jpg|thumb|none|600px|Kenji with his P30 out at the end of &amp;quot;O 'oe, a 'owau, nalo ia mea&amp;quot; (S10E10).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
A suppressed [[Heckler &amp;amp; Koch USP Compact]] is seen with ex-special forces operator Marcus Sanders in &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).&lt;br /&gt;
&lt;br /&gt;
[[File:USPc 9mm two tone.jpg|thumb|300px|none| Heckler &amp;amp; Koch USP Compact with stainless slide - 9x19mm]]&lt;br /&gt;
[[File:H50S10E01 04.jpg|thumb|none|600px|Sanders sweeps the kitchen with the suppressed USP Compact in &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).]] &lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle==&lt;br /&gt;
The [[Desert Eagle|IMI Desert Eagle]] is seen with Sanders at the end of &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert Eagle Mark XIX 357 Magnum.jpg|thumb|300px|none|Desert Eagle Mark XIX with magazine removed - .357 Magnum]]&lt;br /&gt;
[[File:H50S10E01 03.jpg|thumb|none|600px|The DE being cocked in &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).]] &lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The [[M1911A1]] is used in various episodes.&lt;br /&gt;
[[File:GodBlessAmericaM1911A1.jpg|thumb|300px|none|Screen used Auto Ordnance M1911A1 - .45 ACP.]]  &lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P365==&lt;br /&gt;
A [[SIG-Sauer P365]] is seen in a cache in &amp;quot;Ukuli'i ka Pua, Onaona i ka Mau'u&amp;quot; (S10E04).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG P365.jpg|thumb|none|350px|SIG-Sauer P365 - 9x19mm]]&lt;br /&gt;
[[File:H50S10E04 01.jpg|thumb|none|600px|The seized P365 when Tani uncovers Vietnamese dong in &amp;quot;Ukuli'i ka Pua, Onaona i ka Mau'u&amp;quot; (S10E04).]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P]] is seen in &amp;quot;E Uhi Ana Ka Wa I Hala I Na Mea I Hala&amp;quot; (S10E03) with Joe Ennis (Cullen Douglas).&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 9mm.jpg‎‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:H50S10E03 04.jpg|thumb|none|600px|Joe with his pistol in &amp;quot;E Uhi Ana Ka Wa I Hala I Na Mea I Hala&amp;quot; (S10E03).]]&lt;br /&gt;
&lt;br /&gt;
==Unknown==&lt;br /&gt;
&lt;br /&gt;
[[File:H50S10E08 06.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A Heckler &amp;amp; Koch MP5K is seen on occasions.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5KA1.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP5KA1 - variant fitted with low profile sights intended for covert carry - 9x19mm]]&lt;br /&gt;
[[File:H50S10E07 12.jpg|thumb|none|600px|A cartel sicario with the MP5K in &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The Heckler &amp;amp; Koch MP5K-PDW is seen on occasions.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5K-PDW.jpg|thumb|400px|none|MP5K-PDW - 9x19mm]]&lt;br /&gt;
[[File:H50S10E07 05.jpg|thumb|none|600px|A cartel sicario with the MP5K-PDW in &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The Intratec TEC-9 is seen in &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02) with a hired gun recruited by Mike Wilcox.&lt;br /&gt;
&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|400px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:H50S10E02 05.jpg|thumb|none|600px|The gunman with the TEC-9 in &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr SPP==&lt;br /&gt;
A Steyr SPP is seen in the season with various bad guys.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrSPPPistl.jpg‎|thumb|none|350px|Steyr SPP 9x19mm with high-capacity magazine]]&lt;br /&gt;
[[File:H50S10E02 04.jpg|thumb|none|600px|The gunman with the SPP in &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02).]]&lt;br /&gt;
[[File:H50S10E06 00.jpg|thumb|none|600px|The SPP being fired in &amp;quot;A‘ohe pau ka ‘ike i ka halau ho‘okahi&amp;quot; (S10E06).]]&lt;br /&gt;
[[File:H50S10E08 03.jpg|thumb|none|600px|Frank Ramsey opens fire on Junior and Adam in &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08).]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
[[AK-74]]s are seen in an evidence photo in &amp;quot;Ka i ka 'ino, no ka 'ino&amp;quot; (S10E11).&lt;br /&gt;
&lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|450px|Bulgarian manufactured AK-74 - 5.45x39mm.]]&lt;br /&gt;
[[File:H50S10E11 04.jpg|thumb|none|600px|The Five-0 team examines loaded AK-74s in &amp;quot;Ka i ka 'ino, no ka 'ino&amp;quot; (S10E11).]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB 11==&lt;br /&gt;
The BCM CQB 11 is seen in some instances with the Five-0 team.&lt;br /&gt;
&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB 11 KMR-A - 5.56x45mm NATO]]&lt;br /&gt;
[[File:H50S10E02 09.jpg|thumb|none|600px|Quinn opens fire at armed gunmen in &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02).]]&lt;br /&gt;
[[File:H50S10E02 08.jpg|thumb|none|600px|A shot of the BCM markings on the carbine.]]&lt;br /&gt;
[[File:H50S10E09 00.jpg|thumb|none|600px|Quinn dismounts from the unmarked HPD Suburban with the silenced CQB 11 KMR-A in &amp;quot;Ka la‘au kumu ‘ole o Kahilikolo&amp;quot; (S10E09).]]&lt;br /&gt;
&lt;br /&gt;
[[File:BCM CQB 11 MCMR.jpg|thumb|none|450px|BCM CQB 11 MCMR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:H50S10E02 07.jpg|thumb|none|600px|Adam opens fire with his own BCM CQB 11 in &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02).]]&lt;br /&gt;
&lt;br /&gt;
==BCM BCM4==&lt;br /&gt;
The BCM BCM4 is seen with Grover as his main assault rifle, first seen in &amp;quot;Ka la‘au kumu ‘ole o Kahilikolo&amp;quot; (S10E09).&lt;br /&gt;
&lt;br /&gt;
[[File:BCM4.jpg|thumb|none|500px|BCM BCM4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:H50S10E09 01.jpg|thumb|none|600px|Grover with the silenced BCM4 in &amp;quot;Ka la‘au kumu ‘ole o Kahilikolo&amp;quot; (S10E09).]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The Colt M4A1 is seen sometimes with American law enforcement/military personnel.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4A1EOT.jpg|thumb|none|500px|M4A1 Carbine with EOTech 552, A65 Holographic sight and SureFire M951XM05 tactical light - 5.56x45mm]]&lt;br /&gt;
[[File:H50S10E01 06.jpg|thumb|none|600px|A HPD SWAT operator takes cover after hearing gunshots in &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).]]&lt;br /&gt;
[[File:H50S10E07 04.jpg|thumb|none|600px|Corrupt Colombian National Police officers open fire on the SUV Steve is on &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:H50S10E02 01.jpg|thumb|none|600px|A hired gunman aims the carbine at Jackson Wilcox in &amp;quot;Kuipeia e ka makani apaa&amp;quot; (S10E02).]]&lt;br /&gt;
[[File:H50S10E06 01.jpg|thumb|none|600px|The M4A1 fired at Adam and McGarrett near the end of &amp;quot;A‘ohe pau ka ‘ike i ka halau ho‘okahi&amp;quot; (S10E06).]]&lt;br /&gt;
[[File:H50S10E07 02.jpg|thumb|none|600px|Armed sicarios with the M4A1 in &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
[[File:H50S10E11 05.jpg|thumb|none|600px|Dayu Mei (Eugenia Yuan) ''arranges'' for a demo test by shooting her potential customers at the end of in &amp;quot;Ka i ka 'ino, no ka 'ino&amp;quot; (S10E11).]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1-2.jpg|thumb|none|400px|Colt M4A1 with carrying handle removed - 5.56x45mm]]&lt;br /&gt;
[[File:H50S10E08 01.jpg|thumb|none|600px|An armed gangster fires the railed M4A1 in &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The Heckler &amp;amp; Koch G36C is seen with some cartel sicarios in &amp;quot;Ka 'i'o&amp;quot; (S10E07).&lt;br /&gt;
&lt;br /&gt;
[[image:Hkg36c.jpg|thumb|none|400px|H&amp;amp;K G36C - 5.56x45mm.]]&lt;br /&gt;
[[File:H50S10E07 00.jpg|thumb|none|600px|Steve spots an armed sicario with the G36C in &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
[[File:H50S10E07 01.jpg|thumb|none|600px|Armed sicarios hunt for armed intruders during a gunfight.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
A Mk 18 Mod 0 is seen in &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08) with DEA Special Agent Richie Gormican.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk. 18 Mod 0 with standard M4 handguard as sold by Specialized Armaments - 5.56x45mm]]&lt;br /&gt;
[[File:H50S10E08 07.jpg|thumb|none|600px|DEA Agent Gormican opens fire in &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08).]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX Rattler PSB==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX Rattler|SIG-Sauer MCX Rattler PSB]] is seen with Danno, Tani and Grover main carbine of choice. It's taken from [[Magnum P.I. (2018 TV Series)|Magnum P.I. (2018)]] since both shows use the same armory company to provide smallarms.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX Rattler PSB.jpg|thumb|none|400px|SIG-Sauer MCX Rattler PSB - .300 BLK]]&lt;br /&gt;
[[File:H50S10E01 07.jpg|thumb|none|600px|Danno aims his MCX Rattler at a hostage during a raid in &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).]]&lt;br /&gt;
[[File:H50S10E02 06.jpg|thumb|none|600px|Grover with his Rattler after the shootout comes to an end.]]&lt;br /&gt;
[[File:H50S10E08 02.jpg|thumb|none|600px|The Rattler seen with Tani near the end of &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08).]]&lt;br /&gt;
&lt;br /&gt;
==Valmet M76==&lt;br /&gt;
The Valmet M76 is seen with an armed gangster in the middle of &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08).&lt;br /&gt;
&lt;br /&gt;
[[Image:ValmetM76.jpg‎|thumb|none|400px|A Valmet M76 chambered in 5.56x45mm (.223).]]&lt;br /&gt;
[[File:H50S10E08 04.jpg|thumb|none|600px|The M76 seen in &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08) with an armed gangster.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown==&lt;br /&gt;
&lt;br /&gt;
[[File:H50S10E06 02.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:H50S10E06 03.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[File:H50S10E07 09.jpg|thumb|none|600px|Ethan...]]&lt;br /&gt;
[[File:H50S10E07 10.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[File:H50S10E08 00.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Carbines=&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14 GB==&lt;br /&gt;
The Ruger Mini-14 GB is seen with an armed gangster in &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08).&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruger Mini-14 GB.jpg|thumb|502px|none|Ruger Mini-14 GB (&amp;quot;Government Barrel&amp;quot;) - 5.56x45mm]]&lt;br /&gt;
[[File:H50S10E08 05.jpg|thumb|none|600px|The armed man shot dead in &amp;quot;Ne'e aku, ne'e mai ke one o Punahoa&amp;quot; (S10E08).]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
An Accuracy International Arctic Warfare is seen with Mike in &amp;quot;Ka 'i'o&amp;quot; (S10E07).&lt;br /&gt;
&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:H50S10E07 11.jpg|thumb|none|600px|Mike shoulders the AW at the end of &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
&lt;br /&gt;
==LMT LM8MWS==&lt;br /&gt;
The LMT LM8MWS is seen with Sanders when he assassinates several heads of Asian organized crime groups in a meeting in the middle of &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).&lt;br /&gt;
&lt;br /&gt;
[[File:LMT LM8MWS.jpg|thumb|none|450px|LMT LM8MWS - .308 Winchester]]&lt;br /&gt;
[[File:H50S10E01 09.jpg|thumb|none|600px|Sanders opens fire with the suppressed LM8MWS in the middle of &amp;quot;Ua 'eha Ka 'ili I Ka Maka O Ka Ihe&amp;quot; (S10E01).]]&lt;br /&gt;
&lt;br /&gt;
==Unknown DMR==&lt;br /&gt;
&lt;br /&gt;
[[File:H50S10E01 08.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The Browning M2HB is seen on occasions.&lt;br /&gt;
&lt;br /&gt;
[[File:H50S10E07 03.jpg|thumb|none|600px|A corrupt PNC officer fires the M2HB on a technical in &amp;quot;Ka 'i'o&amp;quot; (S10E07).]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen in an arms deal at the end of &amp;quot;Ka i ka 'ino, no ka 'ino&amp;quot; (S10E11).&lt;br /&gt;
&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|300px|BGM-71 TOW mounted on M220 tripod 152mm]]&lt;br /&gt;
[[File:H50S10E11 00.jpg|thumb|none|600px|The BGM-71 TOW launcher in &amp;quot;Ka i ka 'ino, no ka 'ino&amp;quot; (S10E11).]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
A discarded [[FIM-92 Stinger]] is seen in &amp;quot;Ka i ka 'ino, no ka 'ino&amp;quot; (S10E11).&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:H50S10E11 02.jpg|thumb|none|600px|Tani examines the Stinger from the vid HD screeen in &amp;quot;Ka i ka 'ino, no ka 'ino&amp;quot; (S10E11).]]&lt;br /&gt;
[[File:H50S10E11 03.jpg|thumb|none|600px|Junior shows the rest of the Stinger's spent tube.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==Powerhead==&lt;br /&gt;
A powerhead was mentioned to be used by a suspect in &amp;quot;E Uhi Ana Ka Wa I Hala I Na Mea I Hala&amp;quot; (S10E03).&lt;br /&gt;
&lt;br /&gt;
[[File:H50S10E03 02.jpg|thumb|none|600px|The powerhead being loaded in &amp;quot;E Uhi Ana Ka Wa I Hala I Na Mea I Hala&amp;quot; (S10E03).]]&lt;br /&gt;
[[File:H50S10E03 03.jpg|thumb|none|600px|Another shot of a powerhead.]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Detective]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Television]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=FIM-92_Stinger&amp;diff=1316213</id>
		<title>FIM-92 Stinger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=FIM-92_Stinger&amp;diff=1316213"/>
		<updated>2019-12-17T08:19:48Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: Found a source saying it did exist but was cancelled FY1986.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FIM-92 Stinger.jpg|thumb|right|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:FIM-92 Stinger launcher.jpg|thumb|right|400px|M60 Field Handling Trainer (Inert dummy version of the FIM-92 Stinger) - 70mm]]&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|right|400px|FIM-92 Stinger DMS (dual mount system) - 70mm. This system provides a power and coolant supply for two LTAs, and includes a radio set and datalink to provide the gunner with information from external early warning systems such as portable radars.]]&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|right|400px|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
&lt;br /&gt;
The '''FIM-92 Stinger''' is the US military's principle man-portable air defence system (MANPADS). It was initially developed as a simple upgrade to the [[FIM-43 Redeye]] by General Dynamics, and was called the FIM-43 Redeye II before being designated as FIM-92 in 1971 and Stinger in 1972. Technical challenges meant the first successful shoulder launch did not take place until 1975, with the initial &amp;quot;A&amp;quot; variant entering production in 1978. Originally developed as a pure passive IR-seeking system and updated to use dual-mode passive IR / UV starting with the FIM-92B in 1983 in order to defeat flares, it is a fire-and-forget weapon using a soft-launch missile with a two-stage main booster, with the business end a 6.6-pound hit-to-kill annular blast fragmentation warhead. In infantry use, it is typically issued to a two-man crew.&lt;br /&gt;
&lt;br /&gt;
A Stinger has two main parts: the larger is the disposable Launch Tube Assembly, which incorporates the fiberglass launch tube, a 22-pound, 5-foot encased missile with an attached launch motor, a desiccant cartridge with a moisture indicator, and the weapon's sighting unit. The other is the reusable gripstock assembly, which includes the trigger assembly, controls, and the folding IFF (identify friend or foe) antenna. Two additional parts are the BCU (battery coolant unit) cartridge which is inserted into a well in the underside of the gripstock with a quarter-turn to lock it (something which is almost ''never'' shown being done in media) and provides a 45 second supply of both power from a thermal battery and argon coolant gas for the missile seeker once activated (meaning the user has 45 seconds to fire the weapon once the BCU has been activated, or they will have to insert a new one), and the optional IFF interrogator, a small computer which is worn on the user's belt and connects to the base of the pistol grip via a wire which gives both a data and power connection (the IFF antenna runs off the interrogator's battery, not the BCU). Without the latter, the weapon's IFF antenna does nothing: with it, the system can interrogate targets, identifying them as either friendly or unknown. The IFF only provides a &amp;quot;beep&amp;quot; response when the &amp;quot;challenge&amp;quot; button on the launcher is pressed (many short beeps means unknown, two half-second beeps at a half-second interval means positive friend, one 1.5 second beep a possible friend, no beep a malfunction), it does not prevent the Stinger from locking on or firing. The Stinger does not require the IFF antenna to be open in order to fire: frequently it is shown in the deployed position in media in scenarios where there would be no need for it or without the interrogator connected, seemingly just because it looks good.&lt;br /&gt;
&lt;br /&gt;
A complete Stinger is issued as a single &amp;quot;weapon-round&amp;quot; (as opposed to a &amp;quot;missile-round,&amp;quot; which is just the LTA: Stingers are shipped long distances with the gripstocks separated to reduce their usefulness if stolen) in a protective case with either three or five BCUs, an IFF interrogator and a set of earplugs (FM 44-18-1 warns that permanent deafness will result from exposure to more than two firings without ear protection). While the gripstock is reusable, a Stinger team is usually only issued with two missile-rounds compared to four weapon-rounds, so it is not common for a Stinger to be &amp;quot;reloaded&amp;quot; in the field. Mating the gripstock to an LTA requires a protective cover be removed from the LTA's underside: the gripstock then slides into position and is locked with a latch at the front of the assembly. The LTA used in mounted Stinger variants such as the Standard Vehicle Mounted Launcher (SVML) is identical to the MANPADS version, and LTAs can be dismounted and fitted with gripstocks as normal if the vehicle is disabled.&lt;br /&gt;
&lt;br /&gt;
In 1991 the US Marine Corps began a program called WASP (Wide-Angle Stinger Pointer) to develop a night-vision sight for the Stinger. Raytheon designed a sight derived from their existing AN/PAS-13B, the AN/PAS-18, which was adopted by the USMC as the Stinger Night Sight (SNS) in 1993. The SNS is a passive night-vision scope that attaches to the top of the launch tube: as well as the USMC, it has also been adopted by the German Air Force as part of the VSHORAD (Very Short Range Air Defence) system, and Euroatlas GmbH has produced a variant of the design adapted to fit on the Russian SA-16 &amp;quot;Gimlet&amp;quot; missile system.&lt;br /&gt;
&lt;br /&gt;
Note: Before adding to this list, make sure that you have checked the [[FIM-43 Redeye]] page. For anime in particular, also check the [[Type 91 MANPADS]] page. For a brief guide in differentiating these three weapons, see the bottom of this page. For a brief guide to the actual firing procedure of a Stinger (which is very rarely shown correctly in media) see [[Talk:FIM-92_Stinger#Stinger_firing_procedure|this section]] on the discussion page.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
''(1978-present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Surface-to-air missile (FIM-92), air-to-air missile (AIM-92 ATAS and ATAL)&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 70mm (2.76in) Missile, hit-to-kill annular blast fragmentation warhead (added proximity sensor on FIM-92J, remote command detonation based on a laser rangefinder under testing for AN/TWQ-1 Avenger)&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 1 missile in disposable launch tube (MANPADS version),  2 missiles in disposable launch tubes (ATAS, ATAL, Stinger DMS), 4 missile launch tubes in reloadable SVML (Boeing Laser Avenger and M6 Bradley Linebacker, latter system retired 2005-2006), 8 missile launch tubes in two SVMLs (AN/TWQ-1 Avenger)&lt;br /&gt;
&lt;br /&gt;
'''System weight:''' FIM-92A: 33.5 lb (15.19 kg)&lt;br /&gt;
&lt;br /&gt;
'''Missile weight:''' 22 lb (10.1 kg)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 59.8 in (1.52 m)&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' Single shot, IR homing (FIM-92A), dual IR and UV homing (FIM-92B and later), IR, UV and passive radar (Stinger ADSM, cancelled), imaging infrared (Stinger RMP Block II, cancelled)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''The FIM-92 Stinger has appeared used by the following actors in the following movies, video games, and television series:'''&lt;br /&gt;
&lt;br /&gt;
=== Film ===&lt;br /&gt;
&lt;br /&gt;
In live-action works a &amp;quot;Stinger&amp;quot; is usually a real, expended Stinger launch tube with its integrated sighting unit (as these are in many jurisdictions treated as expended rounds of ammunition), mounted on a prop gripstock unit. These props can be distinguished from a real gripstock by inaccuracies in the IFF antenna design (which is often rather wobbly) and often having a totally flat front, without the latch for attaching the gripstock to the launch tube.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Fourth War]] || || U.S. Army soldiers || Prop gripstock || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Birds]] || [[Sean Young]] || CWO Billie Lee Guthrie || With a real gripstock || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Birds]] || ||  ||  AIM-92 ATAS, mounted on AH-64 Apache helicopters || 1990&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Under Siege]] || || Henchmen ||  || 1992&lt;br /&gt;
|-&lt;br /&gt;
|   ''[[True Lies]] ||  || Crimson Jihad terrorists || With both real and prop gripstock in different shots || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Boyz]] || || Vinh Moc's soldier || Prop replica || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Canadian Bacon]] || [[Kevin J. O'Connor]] || Roy Boy|| Prop replica || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2009: Lost Memories]] || || Fureisenjin terrorists || Spent tube with no gripstock ||2002&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Charlie Wilson's War]] ||  ||  Mujahadeen fighters ||  Prop gripstock and blown-out IR window || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Charlie Wilson's War]] || [[Tom Hanks]] || Charlie Wilson ||  Prop gripstock and blown-out IR window || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Day the Earth Stood Still, The (2008)|The Day the Earth Stood Still]] || || U.S. Army soldier ||  Mounted on M1097 Avenger Humvee || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Olympus Has Fallen]]'' || || || AIM-92 Stinger ATAS, mounted on Black Hawk helicopters ||  2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Terminator: Genisys]]'' ||  || Resistance fighter || Prop gripstock and blown-out IR window  || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[London Has Fallen]]'' ||  || Terrorists || Prop gripstock and blown-out IR window || 2016&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;220&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;550&amp;quot;|'''Note/Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[JAG - Season 1|JAG]] ||[[Lee Tergesen]] || Gunnery Sgt. Gentry ||  &amp;quot;Brig Break&amp;quot; || 1995&lt;br /&gt;
|-&lt;br /&gt;
|   ''[[Stargate SG-1 - Season 1|Stargate SG-1]] |||| U.S military personnel ||&amp;quot;Children of the Gods&amp;quot; (S1E01) || 1997&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[NCIS - Season 1|NCIS]] ||  ||  ||seen in weapons cache; &amp;quot;Enigma&amp;quot; (S1E15)|| 2004&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[JAG - Season 8|JAG]] ||  || Terrorist||   &amp;quot;A Tangled Webb, Part I&amp;quot; (S8E24) || 2008&lt;br /&gt;
|-&lt;br /&gt;
|   ''[[Doctor Who (New Series)|Doctor Who]] || || British Army soldiers || &amp;quot;Doomsday&amp;quot; (S2E13), Incorrectly used against ground targets || 2006&lt;br /&gt;
|-&lt;br /&gt;
|''[[Unit, The|The Unit]] ||  [[Scott Foley]] || Sgt. Bob Brown || &amp;quot;Eating the Young&amp;quot; (S1E09) || 2006&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[CSI: Miami - Season 4|CSI: Miami]] || [[Vincent Laresca]] || Antonio Riaz ||&amp;quot;One of Our Own&amp;quot; (S4E25) || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lost - Season 4|Lost]]'' || || || &amp;quot;Cabin Fever&amp;quot; (S4E11) || 2008&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Doctor Who (New Series)|Doctor Who]] || || UNIT soldiers || &amp;quot;Poison Sky&amp;quot; (S4E05);  Incorrectly used against ground targets || 2008&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Branch (Expozitura)]] || || The assassins ||  9th/ &amp;quot;Král je mrtev&amp;quot; || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Meteor (2009 Miniseries)|Meteor]]''||||Army National Guard||||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blacklist, The - Season 1|The Blacklist]]'' || || || seen in weapons sale; &amp;quot;The Stewmaker (No. 161)&amp;quot; (S1E04) || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Doctor Who (New Series) - Season 9]]'' || [[Jenna-Louise Coleman]] || Bonnie (Zygon duplicate of Clara) || modified and shortened; &amp;quot;The Zygon Invasion&amp;quot; || 2015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&lt;br /&gt;
Video games tend to drastically reduce the Stinger's minimum effective range (often having it seek right out of the tube rather than flying in a straight line for 660 feet) and will typically give it some kind of digital targeting interface, even if this is somehow generated by its normal iron sights.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear 2: Solid Snake]]'' || || || || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil 2]]'' || || || || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid 2: Sons of Liberty]]'' || || || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint]]'' || AA Launcher || || || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Conflict: Desert Storm]]'' || || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shadow Force: Razor Unit]]'' || AA Launcher || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[America's Army]]'' || || || Stored in crates in multiplayer mode, non-playable || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto: San Andreas]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Squad]]'' || SAN92 || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Joint Operations: Typhoon Rising]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Söldner: Secret Wars]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid: The Twin Snakes]]'' || || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]]'' || || || In twin mount and quad launcher on M6 Linebacker || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality]]'' || || || Shoulder, twin, and vehicle-mounted || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 4: Modern Warfare]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World in Conflict]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mercenaries 2: World in Flames]]'' || || || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid 4: Guns of the Patriots]]'' || || || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint 2: Dragon Rising]]'' || || With AN/PVS-4 Thermal Scope || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Modern Warfare 2]]'' || Stinger || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil 5]]'' || || || Desperate Escape DLC || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops]]'' || SAM Turret || || FIM-92 Stinger DMS version, incorrectly depicted as autonomous, anachronistic || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ace Combat: Assault Horizon]]'' || || || Simplistic launcher model designed to produce a convincing shadow, and AIM-92 ATAS launchers optional for AH-64 Apache || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield Play4Free]]'' || || || In twin mount || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Modern Warfare 3]]'' || Stinger || || Incorrect backward-sloped grip, iron sights generate digital targeting boxes || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint: Red River]]'' || || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality: Falklands]]'' || || || Shoulder and twin mount || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resident Evil: Revelations]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ravaged]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Rising: Revengeance]]'' || Homing Missile || || &amp;quot;Futurised&amp;quot; version with radome instead of IFF antenna || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto V]]'' || Homing Launcher || || Incorrectly muzzle loaded with warhead outside like [[RPG-7]] || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || Stinger MANPADS || || || 2016&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anime ===&lt;br /&gt;
&lt;br /&gt;
See the section below on checking the weapon is not a [[Type 91 MANPADS]], as these are quite common in recent anime.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Film Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| Gokumon || ''[[Violence Jack: Hell's Wind Hen]]'' ||  || 1990&lt;br /&gt;
|-&lt;br /&gt;
| Kuze || ''[[Ghost in the Shell Stand Alone Complex 2nd Gig]]'' ||  || 2004 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| Dejima refugees || ''[[Ghost in the Shell Stand Alone Complex 2nd Gig]]'' ||  || 2004 - 2005&lt;br /&gt;
|-&lt;br /&gt;
| JGSDF soldiers || ''[[Saikano]]'' ||  || 2006&lt;br /&gt;
|-&lt;br /&gt;
| Kiefer || ''[[Rideback]]'' ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
| Major Pollack's militia || ''[[Jormungand]]'' || Refurbished FIM-92As || 2012&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|right|400px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|right|400px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
&lt;br /&gt;
The M134 training set is an inert system that is used to train Stinger gunners in target tracking and acquisition and is only capable of lobbing a large blue dummy missile with a real tracker head but no main motor a short distance, to acclimate gunners to the feeling of the missile exiting the tube. A large performance indicator box is fitted to the rear-left of the LTA. Instead of a BCU it uses a training battery inserted into the same well which is 3 inches longer and around twice as heavy: this has enough power for 16 47-second training sessions. It is issued with a dummy IFF interrogator which provides random responses, though it is compatible with the real IFF interrogator unit too. &amp;quot;TRACKING TRAINER&amp;quot; is printed on the side of the gripstock, and &amp;quot;TRAINER, TRACKING&amp;quot; on the iron sight flap.&lt;br /&gt;
&lt;br /&gt;
There is also a totally inert training version of the Stinger, the M60 Field Handling Trainer, which is used purely for handling and manual of arms drills. This can easily be identified by the word &amp;quot;DUMMY&amp;quot; on the side of the gripstock and either &amp;quot;DUMMY MISSILE&amp;quot; or &amp;quot;FIELD HANDLING TRAINER&amp;quot; on the iron sight flap.&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint]]''||FIM-92 Stinger||||Incorrectly shown as a live weapon||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA: Armed Assault]]'' ||FIM-92F Stinger||||With performance indicator removed, incorrectly shown as a live weapon||2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA II]]'' ||FIM-92F Stinger||||With performance indicator removed, incorrectly shown as a live weapon||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 3]]'' ||FIM-92 Stinger||||With performance indicator removed, incorrectly shown as a live weapon||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 4]]'' ||FIM-92 Stinger||||With performance indicator removed, incorrectly shown as a live weapon|||2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;BR clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to tell the FIM-92 Stinger from the FIM-43 Redeye==&lt;br /&gt;
The Redeye is an earlier MANPADS which is similar in outward appearance to the Stinger and due to the fact that it has since been retired from active service with the US military there are a higher number of deactivated launchers on the market meaning that it often stands in for the Stinger in live-action films and television (The FIM-92 Stinger is in fact an evolution of the FIM-43 Redeye, with  developmental name of the Stinger being the &amp;quot;Redeye II&amp;quot;). There are however several key differences which can be used to identify a launcher as a Redeye:&lt;br /&gt;
[[File:FIM43.jpg|thumb|500px|none|FIM-43 Redeye - 70mm. The Redeye launcher lacks the IFF box antenna found on the right side of a Stinger, lacks the cylindrical desiccant cartridge mounted on top of the LTA, the sighting unit is longer and extends further towards the front of the launcher tube, the bottom of the fire control unit is rounded, the battery pack protrudes even further out of the the bottom of the launcher than the trainer battery for the M134 trainer, and the pistol grip slopes backwards like on a conventional firearm, as opposed to the forward sloping grip found on the Stinger launcher.]]&lt;br /&gt;
&lt;br /&gt;
==How to tell the FIM-92 Stinger from the Type 91 MANPADS==&lt;br /&gt;
&lt;br /&gt;
The Japanese [[Type 91 MANPADS]] is another very similar weapon to the Stinger.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 91 MANPAD Launcher display.JPG|thumb|none|500px|Type 91 MANPADS launcher on static display - 80mm. Note that the IFF antenna has two rows of half-height holes instead of one row of full-height holes, there is a rectangular device mounted diagonally on the side of the launcher directly below the sight that appears to be some kind of second eyepiece, and it has a short, broad muzzle that looks almost the same as the tailcone rather than the longer and flatter muzzle of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Missile Launcher]]&lt;br /&gt;
[[Category:MANPADS]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=MG_42&amp;diff=1303978</id>
		<title>MG 42</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=MG_42&amp;diff=1303978"/>
		<updated>2019-10-29T09:04:06Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adopted by Germany in 1942, in an effort to reduce the machining time and cost inherent in the production of the [[MG34]], the '''MG42''' (MG standing for ''Maschinengewehr'', literally &amp;quot;Machine Rifle&amp;quot; but usually translated as &amp;quot;machine gun&amp;quot; in this context) is perhaps the deadliest machine gun used during the war. Geared for mass production above all else, it was designed to take full advantage of modern production techniques such as replacing machined components with stamped ones; one of the key figures in the project, Ernst Grunow, had no prior experience in firearm design whatsoever and worked for Großfuß AG, a company that normally made sheet-metal lanterns. &lt;br /&gt;
&lt;br /&gt;
The result was a weapon that took 50% fewer man hours to build than the MG34 and cost 24% less. Light weight and great reliability made it one of the first true modern general purpose machine guns, able to be used in the light machine gun role on a bipod or the medium machine gun role on a tripod. The light weight of operating components make the MG42 one of the fastest-firing single-barrel guns which does not require an external power source; with a cyclic rate of 1200 rounds per minute, individual shots are mostly indiscernible. The rate is so fast that even a trained operator has trouble firing a single shot from the full-auto only gun. The distinctive sound led to nicknames such as &amp;quot;Hitler's buzzsaw.&amp;quot; The MG42 also features an extremely fast barrel change system, allowing sustained fire even with the extremely high fire rate.&lt;br /&gt;
&lt;br /&gt;
The weapon was issued in the light machine gun role with an ammo drum containing a 50-round belt (the same one used on the MG34), while in the medium role the MG42 typically used 250-round belts. The gun is chambered in the 7.92x57mm Mauser cartridge (also known as 8mm Mauser), the same cartridge used in the well known [[Karabiner 98k|K98k]] infantry rifles, and ammunition is interchangeable (though Kar 98 ammunition was not issued in belts, making this of limited use in practical terms). Machine gun ammunition was slightly more powerful in order to avoid jams and run the mechanism more reliably.&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
[[Image:MG42.jpg|thumb|right|400px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|right|400px|MG42 with sling and bipod collapsed - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 7.92x57mm Mauser&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' {{convert|in|48}}&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Length:''' {{convert|in|20.18}}&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' {{convert|lbs|25.50}}&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle Velocity:''' 2,475 feet per second&lt;br /&gt;
&lt;br /&gt;
* '''Maximum range:''' 3,800 yards&lt;br /&gt;
&lt;br /&gt;
* '''Maximum effective range:''' 1,000 yards&lt;br /&gt;
&lt;br /&gt;
* '''Cyclic rate of fire:''' 1200-1350 rounds per minute&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title}}&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zigmund Kolosovskiy]]'' || || A Polish partisan || || 1946&lt;br /&gt;
|-&lt;br /&gt;
|''[[Wolves' Lairs (Vlcie diery)]]'' || || Germans soldiers and Slovak partisans || || 1948&lt;br /&gt;
|-&lt;br /&gt;
|''[[Silent Barricade, The|The Silent Barricade]]'' ||  || Czech insurgents || || 1949&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Attention! Bandits! (Achtung! Banditi!)]]'' ||  ||German soldiers and Italian partisans || || 1951&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Go for Broke!]]'' || || German soldiers || || 1951&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Go for Broke!]]'' || [[Lane Nakano]] || Sam ||  || 1951&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Unforgettable Year 1919 (Nezabyvaemyy 1919 god)]]'' || || || On tripod; seen in Whites headquarters || 1951&lt;br /&gt;
|-&lt;br /&gt;
|''[[To Hell and Back]]'' || [[Audie Murphy]] || Audie Murphy || || 1955&lt;br /&gt;
|-&lt;br /&gt;
|''[[To Hell and Back]]'' || || German Soldiers || || 1955&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tank Brigade, The|The Tank Brigade]]'' || || German soldiers || || 1955&lt;br /&gt;
|-&lt;br /&gt;
|''[[Soldiers (Soldaty)]]'' || || German Soldiers || || 1956&lt;br /&gt;
|-&lt;br /&gt;
|''[[Canal (Kanal)]]'' || || Polish insurgents || || 1957&lt;br /&gt;
|-&lt;br /&gt;
|''[[Young Lions, The|The Young Lions]]'' || || German soldiers || || 1958&lt;br /&gt;
|-&lt;br /&gt;
|''[[At That Time, at Christmas... (Tenkrát o vánocích)]]'' || || German soldiers || || 1958&lt;br /&gt;
|-&lt;br /&gt;
|''[[Carve Her Name With Pride]]''|| ||German soldiers|| ||1958&lt;br /&gt;
|-&lt;br /&gt;
|''[[Darby's Rangers]]'' || || German soldiers || || 1958&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ice Cold in Alex]]'' || || German soldiers || || 1958&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| ''[[Stalingrad: Dogs, Do You Want to Live Forever?]]'' || [[Peter Carsten]] || Gefreiter Krämer || || rowspan=&amp;quot;2&amp;quot;| 1959&lt;br /&gt;
|-&lt;br /&gt;
| || German and Romanian soldiers &lt;br /&gt;
|-&lt;br /&gt;
|''[[Captain Dabac]]'' || || German soldiers || || 1959&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fortress on Wheels (Krepost na kolesah)]]'' || || Soviet partisans || || 1960&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Taxi for Tobruk (Un taxi pour Tobrouk)]]'' || [[Germán Cobos]] || Jean Ramirez || Mounted on jeep || 1961&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Four Days of Naples (Le quattro giornate di Napoli)|The Four Days of Naples]]'' || || German soldiers || || 1962&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Great Escape]]'' || || German prison guards || || 1963&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Longest Day]]'' || || German soldiers || || 1963&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Monsieur Gangster]]'' || [[Horst Frank]] || Theo || || 1963&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Where is the General? (Gdzie jest general?)]]'' || || German soldiers ||  || 1964&lt;br /&gt;
|-&lt;br /&gt;
|''[[Assassination, The (Atentát)|The Assassination (Atentát)]]'' || || German soldiers || || 1964&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Train]]''|| ||German soldiers|| ||1964&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bells Toll for the Barefooted, The (Zvony pre bosých)|The Bells Toll for the Barefooted (Zvony pre bosých)]]'' || || German soldiers || || 1965&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Check Passed: No Mines (Provereno nema mina)]]'' || || Yugoslavian soldier || || 1965&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Camp Followers (Le soldatesse)]]'' || || German and Italian soldiers || || 1965&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Big Runaround, The|The Big Runaround]]'' || [[Michel Modo]] || German Soldier Who Squints ||  || 1966&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Is Paris Burning?]]'' || || German soldiers || || 1966&lt;br /&gt;
|-&lt;br /&gt;
| ''[[How I Won the War]]'' || || German soldiers || German tank mounted || 1967&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shock Troops (Un homme de trop)]]'' || || German troops || Infantry and mounted on M24 Chaffee tank and Sd.Kfz. 251 APC || 1967&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Devil's Brigade]]'' || || German soldiers || || 1968&lt;br /&gt;
|-&lt;br /&gt;
|''[[Where Eagles Dare]]'' || || German soldiers || || 1968&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Marathon, The (Maratón)|The Marathon (Maratón)]]'' ||  || German soldiers || || 1968&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man Who Lies, The|The Man Who Lies]]'' || || A German soldier || || 1968&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Castle Keep]]'' ||[[Peter Falk]] || Sgt. Rossi|| || 1969&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Bridge at Remagen]]'' || || German soldiers || || 1969&lt;br /&gt;
|-&lt;br /&gt;
|''[[Liberation: Breakthrough]]'' || || Italian soldier || || 1969&lt;br /&gt;
|-&lt;br /&gt;
|''[[Play Dirty]]'' || || German soldiers || || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle of Neretva, The|The Battle of Neretva]]'' || [[Yul Brynner]] || Vlado ||  || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle of Neretva, The|The Battle of Neretva]]'' || [[Velimir 'Bata' Zivojinovic]] || Stole ||  || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle of Neretva, The|The Battle of Neretva]]'' || [[Ljubisa Samardzic]] || Novak ||  || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle of Neretva, The|The Battle of Neretva]]'' || [[Boris Dvornik]] || Stipe ||  || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle of Neretva, The|The Battle of Neretva]]'' || || German troops and partisans ||  || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Five for Hell]]'' || [[Aldo Canti]] || Nick Amadori || || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Five for Hell]]'' || || German soldiers || || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[On the way to Berlin (Na puti v Berlin)]]'' || || German soldiers || || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Treasures of the Flaming Cliffs (Sokrovishcha pylayushchikh skal)]]'' || || Mercenaries || || 1969&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5|''[[The Bridge (Most)]]'' || [[Velimir 'Bata' Zivojinovic]] || Major &amp;quot;Tiger&amp;quot; || rowspan=5| || rowspan=5|1969&lt;br /&gt;
|-&lt;br /&gt;
| [[Boro Begovic]] || &amp;quot;Tihi&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Jovan Janicijevic-Burdus]] || Mane Svercer&lt;br /&gt;
|-&lt;br /&gt;
| [[Sibina Mijatovic]] || Jelena&lt;br /&gt;
|-&lt;br /&gt;
| || German soldiers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[One Chance in One Thousand (Odin shans iz tysyachi)]]'' || || German soldiers || || 1969&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hornets' Nest]]'' ||[[Rock Hudson]]|| Capt. Turner|| || 1970&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hornets' Nest]]'' ||[[Mark Colleano]]|| Aldo || || 1970&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hornets' Nest]]'' || || SS soldiers || || 1970&lt;br /&gt;
|-&lt;br /&gt;
|''[[Duck, You Sucker!]]'' ||[[James Coburn]] ||John Mallory ||stock removed || 1971&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Legend of the Living Dead (Legenda o živých mrtvých)]]'' ||  || German soldiers and partisans || || 1971&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[Walter Defends Sarajevo (Valter brani Sarajevo)]]'' || [[Velimir 'Bata' Zivojinovic]] || Walter ||rowspan=2| || rowspan=2|1972&lt;br /&gt;
|-&lt;br /&gt;
| || German soldiers&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Poem of Kovpak: Alarm (Duma o Kovpake: Nabat)]]'' || || German soldiers || || 1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Massacre in Rome]]'' || || German soldiers || || 1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Now Where Did the 7th Company Get To? (Mais où est donc passée la 7ème compagnie?)]]'' || || German soldiers || || 1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Last Four Days]]'' || || German soldiers || || 1974&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Seventh Company Has Been Found (On a retrouvé la 7ème compagnie!)]]'' || || German soldiers || || 1975&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Salò, or the 120 Days of Sodom]]'' || || SS men || || 1975&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sky Riders]]''|| ||Greek soldiers|| || 1976&lt;br /&gt;
|-&lt;br /&gt;
|''[[A Bridge Too Far]]'' || || German soldiers || || 1977&lt;br /&gt;
|-&lt;br /&gt;
| ''[[I Am the Law (Il prefetto di ferro)]]'' || || Italian ''Carabinieri'' || mocked up as Perino machine gun || 1977&lt;br /&gt;
|-&lt;br /&gt;
|''[[Soldier of Orange]]'' || || German soldiers and paratroopers || || 1977&lt;br /&gt;
|-&lt;br /&gt;
|''[[Inglorious Bastards, The|The Inglorious Bastards]]'' || || German troops and French Resistance members || || 1978&lt;br /&gt;
|-&lt;br /&gt;
|''[[Force 10 from Navarone]]''||||German troops and Yugoslavian resistance members||||1978&lt;br /&gt;
|-&lt;br /&gt;
|''[[Passage, The|The Passage]]'' || || German soldiers || || 1979&lt;br /&gt;
|-&lt;br /&gt;
|''[[Go and Don't Say Goodbye (Chod a nelúc sa)]]''|| || German soldiers || || 1979&lt;br /&gt;
|-&lt;br /&gt;
| ''[[From Hell to Victory]]'' || || German soldiers || On tripod || 1979&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Escape to Athena]]'' || || German soldiers || || 1979&lt;br /&gt;
|-&lt;br /&gt;
| ''[[From the Bug to the Vistula (Ot Buga do Visly)]]'' || || German soldiers || || 1980&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fall of Italy, The (Pad Italije)|The Fall of Italy (Pad Italije)]]'' || || SS soldiers and partisans || || 1981&lt;br /&gt;
|-&lt;br /&gt;
| ''[[A Captain's Honor (L'Honneur d'un capitaine)]]'' || || || Seen in Capt. Caron's headquarters || 1982&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Uncommon Valor]]'' || [[Randall &amp;quot;Tex&amp;quot; Cobb]] || Sailor || In the Huey helicopter || 1983&lt;br /&gt;
|-&lt;br /&gt;
|''[[Death Wish 3]]'' || [[Martin Balsam]] || Bennett || || 1985&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Plenty]]'' ||  || German soldiers ||  || 1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Dirty Dozen: Next Mission, The|The Dirty Dozen: Next Mission]]'' || [[Sonny Landham]] || Sam Sixkiller || || 1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Dirty Dozen: Next Mission, The|The Dirty Dozen: Next Mission]]'' ||  || German Soldiers || || 1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Park is Mine]]'' || [[Tommy Lee Jones]] || Mitch Garnett || || 1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Aliens]]'' || [[Jenette Goldstein]] || PFC J. Vasquez || Mocked up as [[(Aliens) - M56 Smart Gun|M56 Smart Gun]] || 1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[Aliens]]'' || [[Mark Rolston]] || Private M. Drake || Mocked up as [[(Aliens) - M56 Smart Gun|M56 Smart Gun]] || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Sicilian]]'' || || Italian soldiers || || 1987&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Escape from Sobibor]]'' || || Guards || || 1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Let Sleeping Cops Lie (Ne réveillez pas un flic qui dort)]]'' || || Men from &amp;quot;Loyalty to the police&amp;quot; || Twin mounting || 1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Europa Europa]]'' || || German soldier || || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stray Dog: Kerberos Panzer Cops]]'' || [[Yoshikazu Fujiki]] || Inui || || 1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stalingrad]]'' || || German soldiers || || 1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Beyond Rangoon]]'' || || Karen insurgents || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[When Trumpets Fade]]'' || || German soldiers || || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Saving Private Ryan]]'' || || German soldiers || || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Medicopter 117 - Jedes Leben zählt - film]]'' || || Bandit || || 1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Uprising]]'' || || SS troops, Jewish insurgents  || || 2001&lt;br /&gt;
|-&lt;br /&gt;
|''[[El Alamein - The Line of Fire]]'' || || German soldiers || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweat]]||||Police||equipped with a monitor for aiming||2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Cuckoo]]'' || || German soldiers || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Black Book]]'' || || || || 2006&lt;br /&gt;
|-&lt;br /&gt;
|''[[Joy Division]] || || German paratrooper || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Days of Glory (2006)|Days of Glory]]'' || || German soldiers || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Intimate Enemies]]'' || || Fellaghas || || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bridge, The (2008)|The Bridge]]'' || [[Toni Deutsch]] || Karl Baermann || || 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bridge, The (2008)|The Bridge]]'' || || German soldiers || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Flame and Citron]]'' ||  || German soldiers ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Miracle at St. Anna]]'' || || German soldiers || || 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Valkyrie]]'' || || German soldier || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crossfire (Les Insoumis)]]''||   || || In the warehouse of weapons || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hitler's Kaput! (Gitler kaput!)]]'' || [[Pavel Derevyanko]] || Aleksandr Isaevich Osechkin  ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle of Local Importance (Boi mestnogo znacheniya)]]'' || [[Sergey Shekhovtsov]] || Starshina Mokhov || || 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Brother's War]]'' || || German and Soviet soldiers || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Spoils of War]]'' || || German soldiers || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper: Weapons of Retaliation]]'' || || German soldiers || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[New Kids Turbo]]'' || [[Flip van der Kuil]] || Barry || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Memorial Day]]'' || || German soldiers || Man-portable, mounted on Kubelwagen, SdKfz 251 Halftrack || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Beyond the Border]]'' || || German soldier ||  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[My Best Enemy]]''|| || Polish partisan || || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[My Way (2011)|My Way]]'' || [[Dong-gun Jang]] || Kim Jun-Shik || || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[My Way (2011)|My Way]]'' || [[Joe Odagiri]] || Tatsuo Hasegawa || || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[My Way (2011)|My Way]]'' || || Wehrmacht soldiers || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Machine Gun Preacher]]'' ||  || LRA troops ||   || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hans Kloss. Stawka wieksza niz smierc]]'' || [[Adam Woronowicz]] || Lau || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hans Kloss. Stawka wieksza niz smierc]]'' || || German soldiers || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cockneys vs. Zombies]]'' || || German soldiers || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Stalingrad (2013)|Stalingrad]]'' || || German soldiers || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[City 44]]'' || [[Grzegorz Daukszewicz]] || &amp;quot;Miki&amp;quot; ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fury (2014)]]''||||German soldiers||||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[1944]]'' ||  || Estonian SS and German soldiers ||  || 2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Captain]]'' || [[Samuel Finzi]] || Roger || || 2017&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Television===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;175&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Note /Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;75&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Combat!]]'' ||  || German Soldiers || || 1962 - 1967&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Rat Patrol]]'' ||  || German Soldiers || || 1966 - 1968&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stawka wieksza niz zycie]]''||   || German soldiers and Polish partisans ||  ||1966-68&lt;br /&gt;
|-&lt;br /&gt;
|''[[Czterej pancerni i pies]]''||   || German soldiers ||  ||1966-70&lt;br /&gt;
|-&lt;br /&gt;
|''[[Czterej pancerni i pies]]''|| [[Janusz Gajos]] || Cpl. Janek Kos ||  ||1966-70&lt;br /&gt;
|-&lt;br /&gt;
|''[[Czterej pancerni i pies]]''|| [[Wlodzimierz Press]] || Sgt. Gregoriy Saakashvili ||  ||1966-70&lt;br /&gt;
|-&lt;br /&gt;
|''[[Band of Brothers]]'' ||  || German Soldiers || || 2001&lt;br /&gt;
|-&lt;br /&gt;
|''[[CSI: NY - Season 5|CSI: NY]]''|| || ||&amp;quot;Yahrezit&amp;quot; (S05E22)||2004 - Present&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ultimate Force]]'' || [[Jamie Michie]] || Cpl. Finn Younger|| || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Our Mothers, Our Fathers]]'' ||[[Lukas Gregorowicz]] ||Jerzy || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Our Mothers, Our Fathers]]'' || || German soldiers|| || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Foyle's War - Season 8]]'' || || German soldiers || &amp;quot;Sunflower&amp;quot; (S8E3) || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Days of Honour. Uprising (Czas honoru. Powstanie)]]''|| || German soldiers, Polish insurgents || || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Man in the High Castle, The - Season 1|The Man in the High Castle]]''||||Greater Nazi Reich soldiers||||2015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Games===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[WWII G.I.]]'' || || || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Underground]]'' || || Mounted || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Return to Castle Wolfenstein]]'' || || Mounted || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield: 1942]]'' || || Mounted || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Allied Assault]]'' || || Mounted || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Frontline]]'' || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[BloodRayne]]'' || Mg32 || Man-portable || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty]]'' || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Commandos 3: Destination Berlin]]'' || || Man-portable || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Day of Defeat]]'' || || Man-portable, with deployable bipod || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forgotten Hope]]'' || || Man-portable, mounted on M2 tripod, bunkers and machine gun nests, Flakpanzer IV &amp;quot;Ostwind&amp;quot;, Stug III Ausf. G, M4A1 and M4A3E2 &amp;quot;Jumbo&amp;quot; Shermans, Sherman IV and &amp;quot;Firefly&amp;quot;, Junkers Ju 87 Stuka dive bomber, Junkers Ju 88 and Heinkel He 111 Bombers || 2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hidden &amp;amp; Dangerous 2]]'' || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''Medal of Honor: Infiltrator'' || || Mounted, with infinite ammo, and capable of destroying tanks || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wolfenstein: Enemy Territory]]'' || || Man-portable and mounted || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: United Offensive]]'' || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 2]]'' || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Day of Defeat: Source]]'' || || Man-portable, with deployable bipod || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper Elite]]'' || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Brothers in Arms: Earned in Blood]]'' || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 3]]'' || || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Commandos: Strike Force]]'' || || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darkest Hour: Europe '44-'45]]'' || || Man-portable, mounted on SdKfz 234/1 and 234/2 &amp;quot;Puma&amp;quot; Armored Cars and Jagdpanther IV tank destroyers || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Orchestra: Ostfront 41-45]]'' || || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Time Crisis IV]]'' || || With [[DShK heavy machine gun|DShK]] grips || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ÜberSoldier]]'' || || Mounted and man-portable with 50-round drum || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Vanguard]]'' || || Mounted || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Airborne]]'' || || Mounted || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Clive Barker's Jericho]]'' || || Demonically-possessed and unusable || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: World at War]]'' || || Mounted || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Death to Spies: Moment of Truth]]'' || || Mounted || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Royal Marines Commando]]'' || || Mounted || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Thunderstorm]]'' || || Mounted || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wolfenstein]]'' || || Mounted; stock is part of Particle Cannon and Liechenfaust 43 || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield: Bad Company 2]]'' || || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mafia II]]'' || || Only used in one mission || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Karma Online]]'' || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rage (VG)|Rage]]'' || || Skeletal with barrel shroud and recoil booster || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper Elite V2]]'' || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Payday 2]]'' || &amp;quot;Buzzsaw 42&amp;quot; || Man-portable, with various modifications || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality: Normandy]]'' || || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Enemy Front]]'' || || Mounted || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Far Cry 4]]'' || || Man-portable || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper Elite III]]'' || || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Heroes &amp;amp; Generals]]'' || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Lupin III: The Castle of Cagliostro]]''|||| ||1979&lt;br /&gt;
|-&lt;br /&gt;
|''[[New Dominion Tank Police]]''||bank robber|| ||1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Jin-Roh: The Wolf Brigade]]''||Kerberos Squad members|| ||1998&lt;br /&gt;
|-&lt;br /&gt;
|''[[Kino's Journey: The Beautiful World|Kino's Journey: Life Goes On]]''||Kino|| ||2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fullmetal Alchemist: Conqueror of Shamballa]]'' || Thule members || || 2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[Black Lagoon]]''||Neo-Nazis|| ||2006&lt;br /&gt;
|-&lt;br /&gt;
|''[[Strike Witches]]''||501st JFW members||loads MG34 double drum magazines||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[JoJo's Bizarre Adventure]]'' || Rudol von Stroheim || S1E26, &amp;quot;The Ascendant One&amp;quot; || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Puella Magi Madoka Magica the Movie: Rebellion]]''||Homura Akemi||w/ Doppeltrommel magazines||2013&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
[[Image:MG 3.jpg|thumb|right|400px|MG3 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MG3 Black furniture.jpg|thumb|right|400px|MG3 - 7.62x51mm NATO. Note the black furniture]]&lt;br /&gt;
The MG3 is an updated version of the MG42, chambered in 7.62x51mm NATO and first introduced in 1958. Changes include a chrome-lined barrel, a new friction ring buffer, an improved feeding mechanism, recalibrated sights and NATO compatibility. Some versions feature a heavier bolt to reduce the rate of fire, allowing the MG3 to be fired from the shoulder more easily.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 7.62x51mm NATO&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 48.22 inches&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Length:''' 22.24 inches&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' &lt;br /&gt;
**Gun: 25 pounds (11.36 kg)&lt;br /&gt;
**Tripod: 36 pounds (16.36 kg)&lt;br /&gt;
**Total: 61 pounds (27.73 kg)&lt;br /&gt;
&lt;br /&gt;
* '''Muzzle Velocity:''' 2,690 feet per second&lt;br /&gt;
&lt;br /&gt;
* '''Maximum range:''' 3,500 meters&lt;br /&gt;
&lt;br /&gt;
* '''Maximum effective range:''' 1,200 meters&lt;br /&gt;
&lt;br /&gt;
* '''Cyclic rate of fire:''' 700-800 or 1100-1200 rounds per minute depending on the Booster and Bolt&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title|MG3}}&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;220&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[We Want the Colonels (Vogliamo i colonnelli)]]'' || || || Top-mounted on tank, in documentary footage || 1973&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Illustrious Corpses (Cadaveri eccellenti)]]'' || || || Hull-mounted on Italian Bergepanzer 2 ARV; maybe MG42/59 || 1976&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Living Daylights]] || || Czech soldiers || Mounted on vehicle || 1987&lt;br /&gt;
|-&lt;br /&gt;
| ''[[April Captains (Capitães de Abril)]]'' || || Portuguese marines || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rundown, The|The Rundown]] || [[Jon Gries]] || Harvey || Mounted on a dune buggy || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hotel Rwanda]] || . || French soldiers || Mounted on Jeeps || 2004&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Television===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[On Wings of Eagles]]'' || || Revolutionaries|| || 1986&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Recon]]||MG3||||||2001&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlefield Play4Free]] ||  ||  || With optional EOTech red dot sight or M145 MGO scope || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Söldner: Secret Wars]] ||  ||  || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| [[7.62 High Calibre]] ||  || || || 2008&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlefield: Bad Company 2]]||||||With optional C-More red dot sight or ACOG||2010&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlefield: Bad Company]]||||||||2008&lt;br /&gt;
|-&lt;br /&gt;
|[[Counter-Strike Online]]||MG3||&amp;quot;Christmas Special,&amp;quot; Gold finishes||||2008&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlefield 2]]||||MG3A1, coaxial mounting||Mounted on Leopard 2A6 tanks||2005&lt;br /&gt;
|-&lt;br /&gt;
|[[Project Reality]]||||||Hand-held &amp;amp; fixed defensive mounting, with optional ELCAN scope, EOTech red dot sight, &amp;amp; 75-round ammo drum &amp;amp; 200-round ammo box||2005&lt;br /&gt;
|-&lt;br /&gt;
|[[Project Reality]]||||MG3A1, vehicle mounting||Mounted on Leopard 2A6 tanks||2005&lt;br /&gt;
|-&lt;br /&gt;
| [[Devil May Cry Series|Devil May Cry 2]]||||||Mounted on &amp;quot;Infested Tank&amp;quot; (Leopard 2A5)||2003&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Beasts]]||||MG3A1||Mounted on Leopard 2A4 tanks||2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal Gear Solid: Peace Walker]]||MG3||||||2010&lt;br /&gt;
|-&lt;br /&gt;
| [[Alliance of Valiant Arms]] ||  || MG3A1 || Mounted on Leopard 2A6 tank || 2007&lt;br /&gt;
|-&lt;br /&gt;
| [[World in Conflict]] ||  || MG3A1 || Mounted on Leopard 2 tanks || 2007&lt;br /&gt;
|-&lt;br /&gt;
| [[Sniper: Ghost Warrior 2]] ||  |||||| 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghost In The Shell: Stand Alone Complex First Assault]] ||MG33-A ||w/ various attachments ||Added via the &amp;quot;Renewal&amp;quot; update - shares default iron sights with the Seburo C-30 ||2015&lt;br /&gt;
|-&lt;br /&gt;
| [[Ironsight]] || MG3 || || 75-round drum magazine || 2018&lt;br /&gt;
|-&lt;br /&gt;
| [[Insurgency: Sandstorm]] || MG3  || || Added in March 2019 Content Update || 2018&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anime ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Gunslinger Girl: Il Teatrino]]''|| Rico || || 2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Canaan]]''|| Daedala forces || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hayate the Combat Butler]]''|| Hayate Ayasaki || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Angel Beats!]]''|| Matsushita || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Asobi ni Ikuyo: Bombshells from the Sky]]''|| || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zastava M53==&lt;br /&gt;
[[Image:Zastava M53.jpg|thumb|right|400px|Zastava M53 - 7.92x57mm Mauser]]&lt;br /&gt;
After WWII, this MG 42 variant was built in Yugoslavia as the M53 machine gun using original German machinery, retaining the 7.92x57mm Mauser caliber. Because of this, the original weapon's design features were retained, making the M53 a near exact copy of the German MG 42. The only major difference is a slower rate of fire. &lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 7.92x57mm Mauser&lt;br /&gt;
* '''Length:''' 48 inches&lt;br /&gt;
* '''Barrel Length:''' 20.18 inches&lt;br /&gt;
* '''Weight:''' Gun: 25.50 pounds&lt;br /&gt;
* '''Muzzle Velocity:''' 2,475 feet per second&lt;br /&gt;
* '''Maximum range:''' 3,800 yards&lt;br /&gt;
* '''Maximum effective range:''' 1,000 yards&lt;br /&gt;
* '''Cyclic rate of fire:''' 800 – 1050 rounds per minute&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title|Zastava M53}}&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Savior]]''||||||seen in machine gun nest||1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hunting Party, The (2007)|The Hunting Party]]''||||Somali irregulars||||2007&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|right|500px|CETME Ameli - 5.56x45mm]]&lt;br /&gt;
[[File:CetmeAmeliIMFDBVer2.jpg|thumb|right|500px|CETME Ameli - 5.56x45mm]]&lt;br /&gt;
A Spanish-made light machine gun externally based off the MG42/MG3, designed by CETME (Centre for Technical Studies of Military Equipment), chambered in 5.56x45mm NATO. It is basically a miniaturized version of the the full sized MG42/MG3 with some modern design changes.&lt;br /&gt;
&lt;br /&gt;
It has been in service from 1982 to the present day. Despite its very close external resemblance to the German MGs, the weapon operates using a roller-locked delayed-blowback mechanism as opposed to the more simple roller-locked system, similar to the the vast majority of [[Heckler &amp;amp; Koch]] weapons.&lt;br /&gt;
&lt;br /&gt;
The weapon is used with 100 or 200-round belts. A STANAG magazine adaptor that replaced the belt feed cover was also made for the Ameli, which and was rarely used.&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:''' 5.56x45mm NATO&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 38.2 inches&lt;br /&gt;
&lt;br /&gt;
* '''Barrel Length:''' 15.75 inches&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' Gun: 14 pounds&lt;br /&gt;
&lt;br /&gt;
* '''Cyclic rate of fire:''' 850 or 1200 rounds per minute&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title|CETME Ameli}}&lt;br /&gt;
&lt;br /&gt;
===Television===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sliders]]'' ||  ||  || || 1995-2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[SOCOM 4: US Navy SEALs]]''||AMELI||||||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Ghosts]]''||Ameli||||With MG42/MG3 style vertical charging handle||2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Advanced Warfare]]''||Ameli||||||2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rainbow Six Siege]]''||ALDA 5.56||Various Attachments||added in operation Para Bellum||2015&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Machine Gun]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Binary_Domain&amp;diff=1303814</id>
		<title>Talk:Binary Domain</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Binary_Domain&amp;diff=1303814"/>
		<updated>2019-10-28T17:23:14Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rifle==&lt;br /&gt;
Do you suppose the AK is supposed to be a [[Galil]] or a Valmet?  --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:39, 30 April 2013 (EDT)&lt;br /&gt;
:Yeah, actually when I was building that section I had both the Galil SAR and Valmet M95 images there before just going with the AKS-74. The big problem with it being either of those is it still has the AK-style gas tube retainer / rear sight block, you can see the dismantling lever in the first shot. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:58, 30 April 2013 (EDT)&lt;br /&gt;
::Yeah, that thing is a mess. I have to get back in the saddle and just beat this game. I think I'm about three-quarters of the way through. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:01, 30 April 2013 (EDT)&lt;br /&gt;
:::I guess the idea with most of the rebel gear is that it's made of mismatched scavenged parts, like that machine gun that's a PKM with an RPD handguard and the muzzle of an MG42. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:08, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
One thing that does get me about this game is how a silly game about shooting giant guns at robots has all the characters showing better trigger discipline than most serious modern war games can manage. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:11, 7 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
&lt;br /&gt;
Leaving this here since I don't know what it's suppose to be unless someone has access to the game's data files.&lt;br /&gt;
&lt;br /&gt;
[[File:BD CG lineart RL.jpg|none|300px]].&lt;br /&gt;
-- [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 08:02, 5 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
That model is based loosely on the MK153 SMAW. If it doesn't appear in this game, it does appear in [[Yakuza Kiwami]]. [[User:Eddiehimself|Eddiehimself]] ([[User talk:Eddiehimself|talk]]) 11:44, 9 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's the Resistance's rocket launcher, it's weapon number 24 in the weapon list. You can see it here:&lt;br /&gt;
:[[Image:BinaryDomain-Stinger-1.jpg|theumb|none|600px]]&lt;br /&gt;
:[[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:58, 17 June 2019 (EDT)&lt;br /&gt;
::That's a different model. I'm referring to this model that appears in ''Kiwami''. When I said loosely, I meant ''loosely'' lol.&lt;br /&gt;
::[[File:Rlauncher.jpg|thumb|none|600px]]&lt;br /&gt;
::[[User:Eddiehimself|Eddiehimself]] ([[User talk:Eddiehimself|talk]]) 13:09, 28 October 2019 (EDT)&lt;br /&gt;
:::No, the highlighted weapon is the Stinger-thing, number 27. Look at number 24 in the smaller images below it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:23, 28 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== See a AR-15 like rifle ... ==&lt;br /&gt;
&lt;br /&gt;
But bigger, on the final enemies. The Americans Mechas. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:41, 8 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Someone can ID these? ==&lt;br /&gt;
&lt;br /&gt;
[[File:ar15binarydomain.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:binarydomainmg.jpg|600px|thumb|none]]&lt;br /&gt;
--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:19, 17 December 2016 (EST)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=M18_smoke_grenade&amp;diff=1303812</id>
		<title>M18 smoke grenade</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=M18_smoke_grenade&amp;diff=1303812"/>
		<updated>2019-10-28T16:38:24Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M18red.jpg|thumb|right|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:M18violet.jpg|thumb|right|M18 smoke grenade - Violet. Violet smoke grenades are no longer manufactured.]]&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|right|M18 smoke grenade - Yellow.]]&lt;br /&gt;
[[File:M18green.jpg|thumb|right|M18 smoke grenade - Green.]]&lt;br /&gt;
&lt;br /&gt;
The '''M18 smoke grenade''' or '''AN/M18''' was a colored smoke grenade introduced in late WW2 as a replacement for the M16 smoke grenade. During WW2, the M16 and M18 were visually identical, with yellow marking on a grey body. The M16 was later phased out, and the M18's body was updated to a white on green body.&lt;br /&gt;
&lt;br /&gt;
The M18 smoke grenade is a burning-type smoke grenade that produces a cloud of colored smoke lasting 50-90 seconds with an average of 60 (the M16 burns for 2 and a half minutes instead). It is used primarily for signaling and as a marker for landing zones or air or artillery strikes, though it can also be used to produce obscurant smoke (less efficiently than the dedicated [[AN/M8 HC smoke grenade]]), and is also used as a substitute for chemical weapons in infantry training.&lt;br /&gt;
&lt;br /&gt;
The M16 smoke grenade was available in green, yellow, red, violet, blue, orange and black. The M18 eliminated the blue, orange and black variants. The smoke formula is the same type used in the M713, M715 and M716 40mm grenade rounds, being mostly a reaction of potassium chlorate with a fuel to disperse smoke loaded with a chemical dye. At some point in the late 80s or early 90s the smoke formula was changed to use sugar instead of sulfur as a fuel for safety, along with changing the composition of the dyes. It was quickly found that the new violet formulation was extremely toxic, and so newer-production M18s are only manufactured in green, yellow and red.&lt;br /&gt;
&lt;br /&gt;
''NOTE: The M18 smoke grenade only produces colored smoke. If a smoke grenade releases white or grey smoke, it would in real life be an [[AN/M8 HC smoke grenade]] or [[M83 smoke grenade]], though since in media the smoke is seldom the product of a live grenade being used (as military smoke is toxic) this is not necessarily proof of ID.''&lt;br /&gt;
&lt;br /&gt;
'''The M18 smoke grenade appears in the following films and video games used by the following actors:'''&lt;br /&gt;
&lt;br /&gt;
=== Film ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[8 Million Ways to Die]]'' || [[Jeff Bridges]] || Matt Scudder || || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Full Metal Jacket]]'' || || U.S. Marines || || 1987&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Iron Eagle II]]'' || [[Jason Blicker]] || Technical Sergeant Hickman || || 1988&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forrest Gump]]'' || [[Tom Hanks]] || Forrest Gump || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Forrest Gump]]'' || || U.S. Army soldiers || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Léon (The Professional)]]'' || || NYPD ESU officers || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Dumbo Drop]]'' || [[Corin Nemec]] || Specialist Lawrence Farley || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Se7en]]'' || [[John C. McGinley]] || Officer California || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Se7en]]'' || || SWAT officers || || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Courage Under Fire]]'' || [[Seth Gilliam]] || Sergeant Steven Altemeyer || || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Courage Under Fire]]'' || [[Matt Damon]] || Specialist Ilario || || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rock, The|The Rock]] || || Rogue Marine || Inaccurately portrayed as High-Explosive grenade || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rules of Engagement]]'' ||  [[Samuel L. Jackson]] || Lt. Terry Childers || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rules of Engagement]]'' || || U.S. Marines || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[We Were Soldiers]]'' || [[Jsu Garcia]] || Captain Tony Nadal || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[S.W.A.T. (2003)|S.W.A.T.]]'' || [[Jeremy Renner]] || Brian Gamble || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[S.W.A.T. (2003)|S.W.A.T.]]'' || || Gang members || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tears of the Sun]]'' || || U.S. Navy SEALs || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Basic]]'' || [[Cristián de la Fuente]] || Castro || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tropic Thunder]]'' ||[[Ben Stiller]] || Tugg Speedman || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Objective, The|The Objective]]'' ||[[Sam Hunter]] || SGT Tim Cole || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle: Los Angeles]]'' || [[Will Rothhaar]] || Cpl. Lee Imlay || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battleground (2012)|Battleground]]'' || || || Seen in The Hunter's stockpile || 2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Return to Castle Wolfenstein]]'' || || || MP only || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Conflict: Desert Storm]]'' || || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[America's Army]]'' ||  || With green smoke || Non-playable || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor: Frontline]]'' || || || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[IGI 2: Covert Strike]]'' || || || || 2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Postal 2]]'' || &amp;quot;Stun Grenade&amp;quot;|| ||Behaves like a flash grenade||2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: United Offensive]]'' ||  ||  || || 2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 2]]'' || || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Brothers in Arms: Earned in Blood]]'' || || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 3]]'' || || || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kane and Lynch: Dead Men]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Vegas]]'' || || || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Vegas 2]]'' || || || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]]'' || || With purple and orange smoke || non-playable || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality]]'' || || With purple, yellow, green, orange, blue, and red smoke || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darkest Hour: Europe '44-'45]]'' || || With Red, White and Purple || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]]'' || || With purple, yellow, red, or blue smoke || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Insurgency: Modern Infantry Combat]]'' || || With purple, blue, red, black and gray smoke || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Combat Arms]]'' || &amp;quot;SA-18&amp;quot; || || Used to mark artillery strike location || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid 4: Guns of the Patriots]]'' || || || White smoke and yellow, green, blue and red &amp;quot;emotion&amp;quot; grenades || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation Flashpoint 2: Dragon Rising]]'' || || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[1968 Tunnel Rats (VG)]]'' || || || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Delta Force: Xtreme 2]]'' || || || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Medal of Honor (2010)]]'' || M18 || || multiplayer only || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bodycount]]'' || Grenade || Impact and timer modes || HE grenades based on M18 || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vietcong 2]]'' || || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Elite Warriors Vietnam]]'' || || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dead Island]]'' || || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[War Inc. Battlezone]]'' || || || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality: Falklands]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality: Vietnam]]'' || As the &amp;quot;AN/M18 smoke grenade&amp;quot; || With purple &amp;amp; orange smoke || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Jagged Alliance: Back in Action]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Arctic Combat]]'' || || || || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality: Normandy]]'' || As the &amp;quot;AN/M18 smoke grenade&amp;quot; ||  || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Siege]]'' || || || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Squad]]'' || || Blue, white and red smoke || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || || || Red, Red white and blue variants|| 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 4: Modern Warfare|Call of Duty: Modern Warfare Remastered]]'' || || || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost In The Shell: Stand Alone Complex First Assault]]'' || &amp;quot;Smokebomb&amp;quot; || ||Futuristic model, previously available to purchase before being moved to Specialist characters with the &amp;quot;Renewal&amp;quot; update || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sniper: Ghost Warrior 3]]'' || || || || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: WWII]]'' || || || || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ironsight]]'' || Smoke Grenade || || Fictional M19 model || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield V]]'' || || || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World War 3]]'' || Smoke Grenade || || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ring of Elysium]]'' || || || || 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Show Title / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|  ||US Army soldiers || [[Tour of Duty]] ||  || 1987-1990&lt;br /&gt;
|-&lt;br /&gt;
| [[Damian Lewis]] || Lt. Richard &amp;quot;Dick&amp;quot; Winters || [[Band of Brothers]] || Repainted to look like a period-correct M16 || 2001&lt;br /&gt;
|-&lt;br /&gt;
|''[[True Detective - Season 3|True Detective]]''  ||[[Mahershala Ali]]||Det. Wayne Hays||||2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Grenade]]&lt;br /&gt;
[[Category:Less-Than Lethal]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Ssantusky&amp;diff=1303809</id>
		<title>User talk:Ssantusky</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Ssantusky&amp;diff=1303809"/>
		<updated>2019-10-28T16:27:41Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* MGS pages */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to IMFDB==&lt;br /&gt;
Before you do any editing please take the time to read the '''[[Rules, Standards and Principles]]'''. This is a very important document that explains how this website is setup as well as telling you what is and isn't allowed. If it is determined by an '''[[admins|admin]]''' that you have not read these rules, your account will be suspended. Continued non-compliance may result in a permanent ban. After that you should also read the '''[[IMFDB Screencapping Guide]]''' and the '''[[IMFDB Style Guide]]''' to familiarize yourself with the image and formatting requirements for pages you create.&lt;br /&gt;
&lt;br /&gt;
There are a number of pages that desperately need your help. You can find these Incomplete pages '''[[incomplete|here]]'''.&lt;br /&gt;
&lt;br /&gt;
If you have any questions, feel free to post them '''[[Talk:Main Page|here]]''' but make sure to sign your post by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Finally, IMFDB has a forum set up '''[http://forum.imfdb.org/ here]''' that is only available to registered members. There is lots of good stuff to see there. If you would like to join the forum, please post '''[[Forum Request|HERE]]''' and an account will be created for you. &lt;br /&gt;
&lt;br /&gt;
Now, HAPPY EDITING! [[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 14:17, 28 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== File Names ==&lt;br /&gt;
&lt;br /&gt;
Such file names as &amp;quot;Pistol.jpg&amp;quot; or &amp;quot;Shotgun-0.jpg&amp;quot; are too generic and so unacceptable. Please use the title of the media in file names, like &amp;quot;Thing 2002-Pistol.jpg&amp;quot;. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 00:54, 30 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: File Names ==&lt;br /&gt;
&lt;br /&gt;
Sorry, I'm new to this. I've done that on all the pictures I uploaded, thanks for the heads up.&lt;br /&gt;
[[User:Ssantusky|Ssantusky]] ([[User talk:Ssantusky|talk]]) 13:45, 30 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PM2 ==&lt;br /&gt;
&lt;br /&gt;
Apparently it's derived from the SS2 assault rifle, which didn't start testing until 2003 and didn't enter production until 2005, so minimum date for the PM2 to exist would be 2003. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:18, 2 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pages ==&lt;br /&gt;
&lt;br /&gt;
Rather than continuing to create pages and then leaving them in WIP, please focus on finishing one page at a time. By my count, you've been here less than a week, started three pages, and have finished zero. Please hold off on resurrecting the ''EndWar'' page until you've finished the others. Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 21:14, 4 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
Please don't use youtube screencaps with annotations from the uploader on them like that pic of RAXA. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:13, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: Tomb Raider Last Revelation==&lt;br /&gt;
Glad to help. I'll take another gander when I get a free minute but from what I remember that one assault gun really didn't have anything specific to it.. might be better to just label it as a generic assault carbine or by whatever it's called in-game. Sometimes some things just can't be ID'd but can be left in for the sake of completeness on the page. Again though, I'll take another look and see if what you say about it being a HK receiver is true and if so, eh go from there I guess. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 15:11, 7 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== BG-15 ==&lt;br /&gt;
&lt;br /&gt;
That image is tiny, of very poor quality, and it doesn't show anything useful in identifying the launcher. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:19, 1 July 2018 (EDT)&lt;br /&gt;
:Yeah I saw that one, I have a feeling it might be an Airsoft CAW BG-15. Didn't the real BG-15 have a wooden grip? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:50, 1 July 2018 (EDT)&lt;br /&gt;
::Be very careful adding information from military-today that you can't cross-reference from somewhere else, it's not very reliable since that one writer BLACKTAIL is kind of a nut (check out his Youtube page &amp;quot;Blacktaildefense&amp;quot; if you want to see why you shouldn't trust him). But sure, I think that one ''might'' be a BG-15. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 12:34, 1 July 2018 (EDT)&lt;br /&gt;
:::[https://upload.wikimedia.org/wikipedia/commons/0/0d/GP-30_grenade_launcher.jpg This] might be a better bet, that other one looks suspiciously new for a Soviet prototype from the 70s. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 12:50, 1 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: Cut Weapons==&lt;br /&gt;
It's fine, it's not a big issue (and not really a strict rule), it's just that they're best kept off the main page and left in talk pages, if they're merely found in game files. Cut weapons that were actually seen in official trailers are definitely welcome, though. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:55, 11 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Belko Experiment ==&lt;br /&gt;
&lt;br /&gt;
Please don't crop your screenshots. If you want to emphasize a particular part of an image, you can draw circles. This is covered in the [[Screencapping Guide]]. Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:33, 25 September 2019 (EDT)&lt;br /&gt;
:There's a link to the screencapping guide as well as the Rules and Style Guide at the top of the page. Please re-upload. Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:04, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MGS pages ==&lt;br /&gt;
&lt;br /&gt;
3 is lacking some images (WP grenade, Objekt 279 main gun, flamethrower) and has a couple of images of dubious quality like that portrait one in the RPG-7 section. 2's missing the SOCOM, Fat Man's Glock, RGB-6, Nikita, and everything in the &amp;quot;explosives&amp;quot; and &amp;quot;other&amp;quot; sections. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 12:27, 28 October 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_II&amp;diff=1303807</id>
		<title>Call of Duty: Black Ops II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_II&amp;diff=1303807"/>
		<updated>2019-10-28T16:11:07Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: Undo revision 1287121 by Treliazz (talk)&lt;/p&gt;
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{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops II&lt;br /&gt;
|picture = Black-ops2 Logo.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Treyarch&lt;br /&gt;
|publisher= Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 3&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Wii U&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops II''''' (also known as CoD:Blops 2) is the ninth installment in the ''Call of Duty'' series, and the third main entry in the ''Black Ops'' sub-franchise (the first being ''World at War''). Developed by Treyarch, with assistance from Sledgehammer Games and Raven Software, it was published by Activision in 2012 for the PC, PS3, Wii U and Xbox 360.&lt;br /&gt;
&lt;br /&gt;
The game features a singleplayer campaign, a multiplayer mode, and a co-op zombie mode. The singleplayer story continues from ''[[Call of Duty: Black Ops]]'' and is set over two time periods, the final years of the Cold War from 1986 to 1989, and the technologically advanced future of 2025, during a Second Cold War between the United States and China. The past era has CIA operative Alex Mason continuing his top-secret work for the United States, and witnessing the actions of the CIA inadvertently creating the powerful terrorist leader Raul Menendez. In the future era, Alex's son and Navy SEAL operative David &amp;quot;Section&amp;quot; Mason has to face Menedez as he now commands a global populist movement known as Cordis Die, which seeks to topple the world order so Menendez can extract his revenge on the United States. The multiplayer is entirely set in the future era, while Zombies is set in its own continuity that continues from the storyline set in ''Black Ops''.&lt;br /&gt;
&lt;br /&gt;
The first DLC pack, &amp;quot;Revolution,&amp;quot; was released on January 29th 2013 for Xbox 360 and February 28th for other formats, and included new maps and the &amp;quot;Peacekeeper&amp;quot; exclusive weapon. A second DLC, &amp;quot;Uprising,&amp;quot; was released on Xbox on April 16th 2013, with other formats following a month later. This release includes several new multiplayer maps and a new mobster-themed Zombies map &amp;quot;Mob of the Dead,&amp;quot; with player characters voiced by [[Ray Liotta]], [[Michael Madsen]], [[Chazz Palminteri]] and [[Joe Pantoliano]]. The third DLC, &amp;quot;Vengeance,&amp;quot; featured more multiplayer maps and an additional Zombies level, was released on XBox on July 2nd 2013, with other platform releases following on August 1st. The final DLC pack, &amp;quot;Apocalypse&amp;quot;, was released on Xbox Live on August 27th, 2013, featured a final set of multiplayer maps and a Zombies map &amp;quot;Origins&amp;quot; that details the first ever zombie outbreak of 1918 Northern France.&lt;br /&gt;
&lt;br /&gt;
A number of additional minor content packs have been released, consisting of new multiplayer weapon skins, reticle models and &amp;quot;Calling Card&amp;quot; icons.&lt;br /&gt;
&lt;br /&gt;
For purposes of this article, Alex Mason is referred to as &amp;quot;Mason&amp;quot; and David Mason as &amp;quot;Section.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are seen in the video game ''Call of Duty: Black Ops II'':'''&lt;br /&gt;
&lt;br /&gt;
'''Note: spoilers are present in some descriptions.'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
''Black Ops II'' uses the standard system of granting the player two &amp;quot;slots&amp;quot; for weapons; in the campaign this can be any two weapons. Unlike previous games, the game's single-player mode begins each mission with a multiplayer-like loadout screen where the player can choose the two weapons they will be equipped with and customize them, with new weapons and accessories unlocking as the game progresses. Special weapon crates are placed through the maps which contain copies of their chosen weapons, to ensure they do not run out of ammunition using a weapon that would not normally spawn in that mission.&lt;br /&gt;
&lt;br /&gt;
The game features an accessory system for customising weapons as before; in single-player, most weapons which allow accessories can have up to three. Weapons are divided into &amp;quot;past&amp;quot; weapons for the Cold War setting, and &amp;quot;future&amp;quot; weapons for the 2025 setting, each with their own accessories; on the first run through the game, the past weapons can be used in the future levels, but the future weapons cannot be used in the past. One possible &amp;quot;accessory&amp;quot; for a weapon is select-fire, allowing a weapon to toggle between automatic and either burst or semi-auto mode (but never both). Using the alternate fire mode generally changes the weapon's cyclic rate of fire.&lt;br /&gt;
&lt;br /&gt;
Another interesting accessory is &amp;quot;Fast Mags&amp;quot;, a combination of the &amp;quot;Sleight of Hand&amp;quot; perk from previous CoD games and the &amp;quot;Dual Mags&amp;quot; attachment from BO1. For most weapons, using Fast Mags grants double side-by-side magazines like the dual mags from BO1; unlike that game, however, reloads where the magazines are replaced entirely are also sped up, as they now use modified high-speed reload animations. Some weapons don't, and just feature the modified reload animations. The MP7, for example, has its charging handle racked during a normal empty reload, but reloading from empty while using Fast Mags will instead involve a tap of the bolt release.&lt;br /&gt;
&lt;br /&gt;
Weapons can also be customised with camouflage patterns; as well as the usual selection of patterns, these include licensed digital camo patterns from groups such as Kryptek.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the player characters start with an M1911 as their only weapon, and can purchase additional weapons using points gained by defeating enemies and repairing barricades. Weapons are bought from chalk outlines on the walls, and ammo can be purchased from the same locations afterwards, or randomly acquired from a &amp;quot;max ammo&amp;quot; pickup dropped by enemies. In addition, a &amp;quot;Mystery Box&amp;quot; can be used to spawn a random weapon, including a selection of weapons not normally found in the levels. Weapons can only be upgraded using the elusive &amp;quot;Pack-A-Punch&amp;quot; machines, which generally re-skin or alter the weapon's model and grant it a new name and improved abilities.&lt;br /&gt;
&lt;br /&gt;
= Pistols =&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;B23R&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional three-round burst-firing handgun called the &amp;quot;B23R&amp;quot; is available in the future levels. It appears to be intended as a &amp;quot;futurised&amp;quot; version of the [[Beretta 93R]] seen in previous ''Call of Duty'' games (and is referred to as such in the game files), but most of the weapon's actual design cues come from an Airsoft custom [[M1911]] pistol by WE Tech, called the &amp;quot;Hi-CAPA 5.1 Dragon A.&amp;quot; Strangely, though it has a modelled folding front grip, it cannot use a grip accessory and is never shown with the grip unfolded. In the ''Strike Team'' IOS spin-off, it is revealed that the B stands for &amp;quot;Beretta&amp;quot;, cementing its status as a successor to the 93R. A B23R with a tactical knife &amp;quot;attachment&amp;quot; (technically a misnomer, as the knife isn't actually attached to the pistol in any way) is the starting weapon in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:AIRSOFTWe-005gb 2.jpg|thumb|none|350px|'''Airsoft''' WE Tech Hi-CAPA 5.1 Dragon A]]&lt;br /&gt;
[[Image:Blops2-B23R-Model.jpg|thumb|none|350px|The in-game B23R model.]]&lt;br /&gt;
[[Image:Blops2-B23R-Menu.jpg|thumb|none|600px|&amp;quot;B23R&amp;quot; on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-B23-1.jpg|thumb|none|600px|Section reloads his B23R as he commences his assault on a disused set from ''Crysis''.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 92SB ==&lt;br /&gt;
&lt;br /&gt;
Soldiers can sometimes be seen with holstered [[Beretta 92SB]] handguns in the future levels, particularly Salazar who has two. This is odd, since the weapon is not available in gameplay and nobody ever uses one; when Salazar draws his pistol, it is an [[FN Five-seveN]]. Most likely a placeholder that was never replaced, seeing as the Five-seveN and the &amp;quot;KAP-40&amp;quot; have replaced the M9 as the standard service pistol of the American military.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92SB.jpg‎|thumb|none|350px|Beretta Model 92SB - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-Beretta-1.jpg‎|thumb|none|600px|Throughout the campaign, Salazar has two Berettas, one in his chest rig and another in his hip holster.]]&lt;br /&gt;
[[Image:Blops2-Beretta-2.jpg|thumb|none|600px|With everything going wrong, Section takes a closer look at Salazar's chest rig aboard the USS ''Barack Obama'' as he provides the understatement of the century.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power ==&lt;br /&gt;
&lt;br /&gt;
The [[Browning Hi-Power]] is first available in the first mission of the game, &amp;quot;Pyrrhic Victory&amp;quot;, where it is used by the MPLA. Mason uses one in the same mission to threaten Menendez, and later Woods uses one to shoot a Cuban soldier who ambushes Mason and Hudson. It appears to have the same stats as the FNP-45, which includes an incorrect 10-round magazine that increases to the correct 13 with the &amp;quot;Extended Clip&amp;quot;. There is a real Hi-Power variant with a 10-round magazine, that being the .40 S&amp;amp;W variant, but that variant would be anachronistic for the time period; .40 S&amp;amp;W was not designed until 1990, and Hi-Powers chambered for it were first marketed in 1994.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|350px|none|Classic Browning Hi-Power (Belgian Manufacture) - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-Browning-Menu.jpg|thumb|none|600px|Browning Hi-Power on the singleplayer weapon select menu; note the thicker and widely spaced slide serrations.]]&lt;br /&gt;
[[Image:Blops2-Browning-2.jpg|thumb|600px|none|Towards the end of &amp;quot;Pyrrhic Victory,&amp;quot; Mason, his radio-using plan having gone awry, takes a young Raul Menendez hostage with his Browning Hi-Power, which is strange considering Mason had an M1911A1 when he entered the shack.]]&lt;br /&gt;
[[Image:Blops2-Browning-1.jpg|thumb|600px|none|''&amp;quot;You can't kill me.&amp;quot;'' At the end of the same mission, a worse-for-wear Woods takes out a soldier with his own Hi-Power.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911 Variant ==&lt;br /&gt;
&lt;br /&gt;
Just like in the previous game, the [[M1911]] has a WW2 A1 slide and trigger and Colt Series 80 frame and hammer. It is available from the start of the game for campaign missions and is once more the starting weapon for Zombies. Nickel plated pistols are one of the common low-detail &amp;quot;holstered&amp;quot; pistols seen on NPC character models. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|350px|none|Standard Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Series80blued.jpg|thumb|none|350px|Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel plated M1911A1 pistol with brown grips - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-M1911-Menu.jpg|thumb|none|600px|M1911A1 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-M1911-1.jpg|thumb|600px|none|At the end of &amp;quot;Old Wounds,&amp;quot; THE NUMBERS return to haunt Mason as he fights his urge to execute the captive Kravchenko with his uncocked M1911A1 (despite Mason having previously pulled the slide) during an interrogation.]]&lt;br /&gt;
[[Image:Blops2-M1911-2.jpg|thumb|600px|none|In Zombies' Tranzit mode, player character Russman holds an M1911 as he looks over the bus which will be conveying him from one place full of zombies to another, pondering precisely how this activity improves his current situation.]]&lt;br /&gt;
&lt;br /&gt;
== FN Five-seveN ==&lt;br /&gt;
&lt;br /&gt;
The fixed sights USG [[FN Five-seveN]] is available in the future levels. While it is still held with one hand as in ''Modern Warfare 3'', it has its correct 20-round capacity for the most part. The model in game has green tritium-illuminated iron sights. In multiplayer it is able to kill an enemy with two hits, but only at point-blank to very close range. Oddly, though the Five-seveN has a capacity of 20 rounds in all modes, if dual Five-seveNs are picked up from the Mystery Box in Zombies mode they will have ''Modern Warfare 3's'' incorrect 15-round capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|350px|none|FN Five-seveN USG (US Government) model - 5.7x28mm]]&lt;br /&gt;
[[Image:Blops2-FiveseveN-Menu.jpg|thumb|none|600px|FN Five-seveN on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-FiveseveN-2.jpg|thumb|600px|none|In Zombies mode, Misty uses a pair of Five-seveNs to see off the marauding undead.]]&lt;br /&gt;
[[Image:Blops2-FiveseveN-1.jpg|thumb|600px|none|Section reloads his Five-seveN. While the modeled rounds in the magazine are a plus, the topmost one seems held in place more by faith than any aspect of the magazine's design.]]&lt;br /&gt;
&lt;br /&gt;
== FN FNP-45 Tactical ==&lt;br /&gt;
&lt;br /&gt;
Called the &amp;quot;Tac-45,&amp;quot; the [[FN FNP#FNP-45 Tactical|FN FNP-45 Tactical]] has a black slide and flat dark earth frame when no camo is applied, and is available in the future levels and in multiplayer from the beginning. It has an erroneous 10-round capacity by default, which becomes a still-too-low 13 rounds when the incorrectly-named &amp;quot;Extended Clip&amp;quot; is chosen; the real weapon's magazines hold 15 rounds. In multiplayer it features a longer two-hit kill range than the Five-SeveN, but much faster damage falloff after that range. In the game files, it is called the &amp;quot;FNP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-FNP45-Menu.jpg|thumb|none|600px|FNP-45 Tactical on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-FNP45-1.jpg|thumb|none|600px|Aided and abetted by his robotic pygmy elephant, Section advances down a flooded street in Pakistan, armed with an FNP-45 Tactical.]]&lt;br /&gt;
[[Image:Blops2-FNP45-2.jpg|thumb|none|600px|Much wading later he finds himself near the end of his journey, and celebrates by reloading. This FNP-45 Tactical has a laser pointer, reflex sight and a &amp;quot;long barrel,&amp;quot; which uses futuristic technology to be completely invisible on all but two of the guns it is available on.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch USP45 ==&lt;br /&gt;
&lt;br /&gt;
Similarly to the Beretta 92SB, the [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP45]] is not a usable weapon, only seen holstered on the character models of mercenary enemies in the future levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK-USP.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP45 - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-USP-1.jpg|thumb|none|600px|Section finds himself unduly fascinated by a dead mercenary's holstered USP45.]]&lt;br /&gt;
&lt;br /&gt;
== M8 Flare Pistol ==&lt;br /&gt;
&lt;br /&gt;
A PDF soldier at the start of &amp;quot;Suffer With Me&amp;quot; fires an [[M8 flare pistol]] as Woods and Mason attempt to pass his checkpoint. The pistol is only seen at long range, as it vanishes when the soldier is killed.&lt;br /&gt;
&lt;br /&gt;
[[Image:M8FlarePistol.jpg|thumb|none|350px|M8 Flare Pistol - 37mm]]&lt;br /&gt;
[[Image:Blops2-Flaregun-Model.jpg|thumb|none|250px|The in-game M8 Flare Pistol model.]]&lt;br /&gt;
[[Image:Blops2-Flaregun-1.jpg|thumb|none|600px|Following Woods and Mason completely failing at anything resembling stealth, the PDF soldier raises his flaregun. At full size, the distinctive twin hooked projections of the M8, the mount latch and breech lock, are clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] returns from ''Black Ops'' and is available starting with the mission &amp;quot;Old Wounds.&amp;quot; The weapon has a new reload animation, where the user grabs a new magazine and apparently ''slaps'' the heel-mounted magazine release to drop out the old magazine. As it is the same model from ''Black Ops'', it is still modeled with an incorrect adjustable rear sight which is only available on the civilian version.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 - 9x18mm Makarov. It is a US market import model of the Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Blops2-Makarov-Menu.jpg|thumb|none|600px|Makarov PM on the singleplayer weapon select menu; note the adjustable rear sight.]]&lt;br /&gt;
[[Image:Blops2-Makarov-1.jpg|thumb|none|600px|Mason holds a suppressed Makarov PM in &amp;quot;Pyrrhic Victory&amp;quot; as he admires one of Savimbi's Eland armoured cars.]]&lt;br /&gt;
[[Image:Blops2-Makarov-2.jpg|thumb|none|600px|Empty-reloading his Makarov, he discovers that wartime shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
&lt;br /&gt;
== Mauser M712 Schnellfeuer ==&lt;br /&gt;
&lt;br /&gt;
The [[Mauser M712 Schnellfeuer]] with various retro-futuristic embellishments appears as the starting pistol in the Zombies map &amp;quot;Origins&amp;quot; from the &amp;quot;Apocalypse&amp;quot; DLC. It is incorrectly called &amp;quot;Mauser C96&amp;quot; in-game, which is the variant that uses stripper clips, unlike the M712, which uses box magazines. While it does not have a standard M712 fire selector, it does have a switch at the same location which presumably has the same function. Except it apparently doesn't, as the in-game weapon is semi-auto only. It has an incorrect magazine capacity of 8 rounds instead of 10 or 20 (the weapon model shows a 20-round magazine).&lt;br /&gt;
&lt;br /&gt;
Its upgraded form is called the &amp;quot;Boomhilda&amp;quot; and sports a suppressor and scope and fires lasers, likely a reference to Han Solo's C96-based gun from ''[[Star Wars: The Original Trilogy|Star Wars]]''. A piece of official artwork suggests one of the in-game characters developed this variant of the Mauser and called it the &amp;quot;CXS.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Blops2 Mauser.jpg|thumb|none|600px|Takeo aiming his M712.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Kard ==&lt;br /&gt;
&lt;br /&gt;
The [[TDI Kard]] is available as the &amp;quot;KAP-40&amp;quot; (a name presumably standing either for &amp;quot;Kriss Automatic Pistol&amp;quot; or &amp;quot;Kard Automatic Pistol&amp;quot;); it incorrectly fires fully-automatic, despite the real weapon being semi-automatic. It is very common and appears to be a standard handgun for the United States military in 2025, and is also used by LAPD officers; the latter only use it in semi-auto, and their reloading animation shows them pulling on a slide the weapon does not actually have. Despite the weapon's name implying it being chambered for .40 S&amp;amp;W, the weapon's markings display its chambering as .45 ACP. A pair of &amp;quot;KAP-40&amp;quot;s make up the second weapon tier in Gun Game. In game files, it was called the 'KARD'.&lt;br /&gt;
&lt;br /&gt;
[[Image:KRISS KARD.jpg|thumb|none|400px|TDI Kard Prototype - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-Kard-Menu.jpg|thumb|none|600px|TDI Kard on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Kard-1.jpg|thumb|none|600px|Section reloads a suppressed TDI Kard with a laser pointer and reflex sight. Note that a fire selector and, bizarrely, a bolt release from a TDI Vector have been added.]]&lt;br /&gt;
&lt;br /&gt;
= Revolvers =&lt;br /&gt;
&lt;br /&gt;
== Bruni Olympic 6 ==&lt;br /&gt;
&lt;br /&gt;
During the introduction to &amp;quot;Old Wounds&amp;quot; as Salazar is explaining Menendez's rise to power, a live-action sequence shows an actor playing a young Menendez drawing a [[Bruni Olympic 6]] blank-fire revolver from his waistband and &amp;quot;shooting&amp;quot; a rival in both legs with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Olympic6 2.jpg|350px|thumb|none|Bruni Olympic 6 with wooden grips - .22 blanks]]&lt;br /&gt;
[[Image:Blops2-Oldwoundsrevolver-1.jpg|thumb|none|600px|Young Menendez reaches for his Bruni Olympic 6...]]&lt;br /&gt;
[[Image:Blops2-Oldwoundsrevolver-2.jpg|thumb|none|600px|...and shoots the man responsible for smuggling cable spools and shipping containers into every FPS ever.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Python]] returns from ''Black Ops'' in Zombies mode, and is seen in Jonas Savimbi's holster in &amp;quot;Pyrrhic Victory,&amp;quot; though it is never available either in the singleplayer campaign or from the loadout screen. Like in the first Black Ops, when reloading, the player character holds it muzzle up and dumps rounds instead of using the ejector rod, and ejects the entire contents of the cylinder, but only inserts as many rounds (one-at-a-time) as would be needed to replace those actually fired. The snub-nose Python model from ''Black Ops'' is used in the introduction for the &amp;quot;Mob of the Dead&amp;quot; DLC Zombies map, but does not actually appear in the map itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[Image:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Blops2-Python-1.jpg|thumb|600px|none|A Colt Python is visible in Jonas Savimbi's holster as he commands his UNITA troops forward.]]&lt;br /&gt;
[[Image:Blops2-Python-2.jpg|thumb|600px|none|Russman holds a Colt Python in Zombies mode as the survivors turn the power back on.]]&lt;br /&gt;
[[Image:Blops2-ColtPython-3.jpg|thumb|600px|none|The survivors in the introduction to &amp;quot;Mob of the Dead&amp;quot; open fire with their snub-nose Colt Pythons, apparently from the warden's private collection. Given this collection was of four identical guns, it can be surmised that the warden was not very good at collecting things.]]&lt;br /&gt;
&lt;br /&gt;
== Generic Revolver ==&lt;br /&gt;
&lt;br /&gt;
Low-detail revolvers somewhat resembling the [[Smith &amp;amp; Wesson Model 10]] are seen on character models for cartel thugs in &amp;quot;Time and Fate&amp;quot; and baseball bat wielding Dignity Battalion members in &amp;quot;Suffer With Me.&amp;quot; The models appear to be taken from a much older game, and lack any real identifying features, or even triggers. Like almost all sidearms and grenades on character models, these enemies will never attempt to use their revolvers.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W Model M&amp;amp;P.jpg|thumb|350px|none|Smith &amp;amp; Wesson Model M&amp;amp;P Revolver with 5&amp;quot; Barrel - .38 Special]]&lt;br /&gt;
[[Image:Blops2-Revolver-2.jpg|thumb|none|600px|Mason looks down at a drug cartel thug (not to be confused for a thug cartel drug) and admires his low-detail revolver.]]&lt;br /&gt;
[[Image:Blops2-Revolver-1.jpg|thumb|none|600px|Following a failed attempt by Dignity Battalion to give Woods a suspiciously undignified death-by-baseball-bat, he takes a moment to look over their sidearms, figuring they must have mistaken him for whoever sold them revolvers with no triggers.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
The [[Remington 1858 New Army]] appears in the Zombies map &amp;quot;Buried&amp;quot; from the &amp;quot;Vengeance&amp;quot; DLC. It incorrectly operates in double-action mode instead of single-action. It otherwise functions like the Colt Python from previous maps, but with the ability to reload all its rounds at once (by swapping out cylinders). It also appears in the intro video of &amp;quot;Origins&amp;quot;, but is not in the map itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|400px|Remington 1858 New Army - .44 caliber.]]&lt;br /&gt;
[[Image:Blops2-R1858.jpg|thumb|none|601px|Russman about to fire the Remington.]]&lt;br /&gt;
&lt;br /&gt;
== Taurus Raging Judge ==&lt;br /&gt;
&lt;br /&gt;
A [[Taurus Raging Judge]] is Menendez's signature weapon during the game's campaign, and is called the &amp;quot;Executioner,&amp;quot; though the game files use the weapon's real name. Judging by the cylinder it appears to be the cancelled 28-gauge XXVIII model. It exclusively fires shotgun shells, and can be unlocked for the campaign by completing 5 challenges in &amp;quot;Celerium.&amp;quot; Like the Python, the default reload animation is extremely bizarre; the player character ejects the entire contents of the cylinder, but only inserts as many rounds as would be needed to replace those actually fired. The reloading animation is a loop showing the cartridges being placed into the same chamber of an empty cylinder, which magically becomes completely full when it is snapped closed, though this can only be seen by changing the FOV on PC. Using the Fast Mags attachment uses a speedloader instead (the model being based on a 5 Star .410 bore Taurus Judge speedloader upscaled to 28 gauge), reloading the entire cylinder at once. A Raging Judge with a laser pointer serves as the 3rd weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
The Raging Judge is one of only two weapons to change visually when the &amp;quot;long barrel&amp;quot; attachment is used (the other is the Beretta Model 682), and the first revolver in any ''Call of Duty'' game able to accept a suppressor (followed by the Raging Bull in ''Call of Duty: Ghosts'', the &amp;quot;Hailstorm&amp;quot; in ''Call of Duty: Infinite Warfare'' and the Taurus Model 44 in ''Call of Duty: Modern Warfare Remastered''). The suppressor would be pointless in practice, since the Judge, like most revolvers, does not have a gas-tight seal between the chamber and the barrel.&lt;br /&gt;
&lt;br /&gt;
[[Image:Taurus Raging Judge XXVII.jpg|thumb|400px|none|Taurus Raging Judge XXVIII - 28 gauge]]&lt;br /&gt;
[[Image:Blops2-Judge-Menu.jpg|thumb|none|600px|Taurus Raging Judge on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Judge-1.jpg|thumb|600px|none|During a brief sequence from Menendez's perspective, the villain holds his Raging Judge on a hostage.]]&lt;br /&gt;
[[Image:Blops2-Judge-2.jpg|thumb|600px|none|After the campaign has been completed once, the loadout screen unlocks completely, allowing future weapons to be used in the past. Here Mason holds a Taurus Judge equipped with a reflex optic and laser sight as the Soviet army decides there are not enough explosions in his immediate vicinity.]]&lt;br /&gt;
[[Image:Blops2-Judge-3.jpg|thumb|600px|none|Reloading the Judge shows the words &amp;quot;ANGER MANAGEMENT&amp;quot; printed backwards on the 28-gauge shotshells. Note also the &amp;quot;long barrel&amp;quot; attachment, with three vents in the rib...]]&lt;br /&gt;
[[Image:Blops2-Judge-6.jpg|thumb|600px|none|...as opposed to the standard barrel, which only has two. Here Mason has decided to fit his Raging Judge with a suppressor to make it even more improbable.]]&lt;br /&gt;
[[Image:Blops2-Judge-4.jpg|thumb|600px|none|The chambers remain visibly empty as Mason reloads...]]&lt;br /&gt;
[[Image:Blops2-Judge-5.jpg|thumb|600px|none|...until it is time to swing the cylinder back into position, and all the shells appear from the ether.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] is available in the 2025 missions, and is used by PMC troops, primarily in the first 2025 level &amp;quot;Celerium.&amp;quot; It has the highest rate of fire of any submachine gun in the game. A Scorpion Evo 3 A1 with an attached laser pointer is the 7th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-Skorpion-Menu.jpg|thumb|600px|none|CZ Scorpion Evo 3 A1 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Scorpion-1.jpg|thumb|600px|none|Section holds a CZ Scorpion Evo 3 A1 he rescued from a horrifying attempt at applying camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A3 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] is available in the single-player campaign and in Zombies mode. It is used by PDF troops during &amp;quot;Time and Fate&amp;quot;, available in the player's loadout from the beginning and is the recommended primary weapon for &amp;quot;Suffer With Me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-MP5-Menu.jpg|thumb|600px|none|MP5A3 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-MP5-1.jpg|thumb|none|600px|Holding a hideous gold-plated abomination of an MP5, Mason is thankful that his allies have more taste than he has. Note the Aimpoint Electronic red dot sight returning from the first Black Ops which, considering the 1980s setting, this time is not anachronistic.]]&lt;br /&gt;
[[Image:Blops2-MP5-4.jpg|thumb|none|600px|The draw animation shows the stock being extended if it has a &amp;quot;grip&amp;quot; attachment. When it doesn't, the player character performs an HK slap.]]&lt;br /&gt;
[[Image:Blops2-MP5-2.jpg|thumb|none|600px|Having been justly beaten for his crimes, he holds a normal one during &amp;quot;Time and Fate.&amp;quot; Note the fire selector is of the wrong type for an SEF trigger group and is pointed in completely the wrong direction; this appears to be a remodeled version of the ''Call of Duty 4'' MP5.]]&lt;br /&gt;
[[Image:Blops2-MP5-3.jpg|thumb|none|600px|Reloading the MP5A3 shows the top of the magazine to be completely solid.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5SD3 ==&lt;br /&gt;
&lt;br /&gt;
If fitted with a suppressor, the MP5A3, rather than mounting a standard MP5 suppressor, actually becomes an [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5SD|MP5SD3]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-MP5SD-1.jpg|thumb|none|600px|Woods guns down a PDF soldier with his MP5SD3 during the US invasion of Panama in &amp;quot;Suffer With Me.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-MP5SD-2.jpg|thumb|none|600px|Reloading the MP5SD3 shows it is basically the same model as the MP5A3, including having the fire selector pointed to &amp;quot;this model originally had a Navy trigger group&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is used by soldiers in &amp;quot;Achilles' Veil.&amp;quot; Unlike in ''Modern Warfare 3'', its foregrip is folded by default; the Foregrip attachment unfolds it.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:Blops2-MP7-Menu.jpg|thumb|600px|none|MP7A1 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-MP7-2.jpg|thumb|600px|none|A rare sight of Section in third person partway through &amp;quot;Achilles' Veil&amp;quot; from Farid's perspective. Though he is armed with an MP7A1 here, when control passes to him he will end up with whatever Farid was carrying; the MP7 is not actually available for the player's loadout until ''after'' this mission.]]&lt;br /&gt;
[[Image:Blops2-MP7-3.jpg|thumb|600px|none|The player character in multiplayer holds an MP7A1 as he examines a 12-tube RBU-6000 &amp;quot;Smerch-2&amp;quot; ASW / anti-torpedo rocket launcher on a Chinese carrier, setting for the imaginatively-named map &amp;quot;Carrier.&amp;quot; The actual ''Liaoning'' mounts two of a Chinese-produced copy of the RBU-6000 for torpedo defence (as opposed to the single 10-tube UDAV-1 launcher of a baseline ''Kuznetsov''-class), though they are on the rear hull sponsons below the level of the main deck rather than up on the superstructure.]]&lt;br /&gt;
[[Image:Blops2-MP7-1.jpg|thumb|600px|none|Farid reloads his own MP7A1; note that unlike ''Modern Warfare 3'' where the top of the magazine was completely solid, a bullet is visible and the magazine has actual feed lips. However, the base of the grip still has the stop tab and base of a 20-round magazine modeled as part of it.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is used by cartel and PDF troops in Nicaragua in &amp;quot;Time and Fate&amp;quot;. If fitted with a grip attachment, the weapon will visibly gain a stock, which is unfolded during the weapon's draw animation. Without that attachment, the charging handle is pulled instead, with a right-side view of the weapon showing that it incorrectly fires from a closed bolt instead of an open one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|400px|none|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-Uzi-Menu.jpg|thumb|600px|none|Uzi on the singleplayer weapon select menu. While this icon shows it with the stock, the Uzi in-game only gains one (unfolded) with the Grip attachment.]]&lt;br /&gt;
[[Image:Blops2-Uzi-1.jpg|thumb|600px|none|Mason uses THE NUMBERS to determine that the &amp;quot;grip&amp;quot; accessory on this Uzi is a rare shoulder-grip and unfolds it as he draws it. Note this is apparently an &amp;quot;IZI&amp;quot; SMG, and quite clearly based on a civilian non-NFA weapon since it has the words &amp;quot;semi auto&amp;quot; printed on the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe JS 9mm==&lt;br /&gt;
&lt;br /&gt;
A modified [[QCW-05#Jianshe JS 9mm|Jianshe JS 9mm]] is called the &amp;quot;Chicom CQB&amp;quot;. By default, it is equipped with a carry handle iron sight with a built-in, unusable tactical light similar to the one on the [[Magpul FMG-9]] in ''Modern Warfare 3''. The carrying handle is removed when alternate sights are used.&lt;br /&gt;
&lt;br /&gt;
It is erroneously fires in three-round bursts by default (at a very high fire rate of 1250 RPM, equal to that of the Skorpion Evo 3's full-auto rate), though the correct fully-automatic mode is used with the &amp;quot;Select Fire&amp;quot; attachment. It defaults to automatic fire in singleplayer, but is burst-fire by default in multiplayer and Zombies mode. A JS 9mm with a reflex sight is the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:JS05.jpg|thumb|400px|none|Jianshe JS - 9x19mm]]&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|400px|Magpul FMG-9 in open form - 9x19mm. Note carry handle with tactical light.]]&lt;br /&gt;
[[Image:Blops2-Type5-Menu.jpg|thumb|600px|none|JS 9mm on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Type5-1.jpg|thumb|none|600px|Infiltrating a high-tech secret facility, Section pauses to fire his JS 9mm at a particularly vicious looking desk.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from the previous games, appearing in the Zombies map &amp;quot;Origins&amp;quot; from the &amp;quot;Apocalypse&amp;quot; DLC with slightly more ammo and rate of fire with an inflated price of 1300, though a special version with the &amp;quot;Adjustable Stock&amp;quot; can be found in the Mystery Box. The model appears to be re-used from Call of Duty 3 over the model seen in World at War and Black Ops I.&lt;br /&gt;
[[Image:MP40.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-MP40.jpg|thumb|none|600px|The MP40 in first person. As in ''World at War'' and ''Black Ops'', the character grips it by the magazine well.]]&lt;br /&gt;
&lt;br /&gt;
== MSMC ==&lt;br /&gt;
&lt;br /&gt;
The [[Modern Sub Machine Carbine]] is used by Cordis Die mercenaries, and is particularly common in the mission &amp;quot;Fallen Angel.&amp;quot; In multiplayer it does the most damage at close range of any weapon in its class; it and the PDW-57 are the only SMGs capable of a 3-hit kill at close range. This power comes at the cost of a low rate of fire and small magazine. An MSMC fitted with a foregrip is used as the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:MSMC SMG.jpg|thumb|400px|none|Modern Sub Machine Carbine - 5.56×30mm MINSAS]]&lt;br /&gt;
[[Image:Blops2-MSMC-Menu.jpg|thumb|600px|none|MSMC on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-MSMC-1.jpg|thumb|none|600px|Mason fires an MSMC with tigerstripe camo at the start of &amp;quot;Old Wounds.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-MSMC-2.jpg|thumb|none|600px|In a more appropriate time period, Section reloads his own MSMC, fitted with the &amp;quot;Millimetre Scanner&amp;quot; (&amp;quot;MMS&amp;quot;) and the Foregrip attachment, a Magpul Rail Vertical Grip.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;PDW-57&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This fictional submachine gun bears a strong resemblance to the [[FN P90 TR]], and is probably intended to represent a &amp;quot;futurised&amp;quot; version of it. It uses a very similar polycarbonate box magazine, but rather than being inserted from the top of the weapon it pivots at the front and swings out the the left-hand side. It has a Spider's Tactical Barking Spider 2 muzzle brake. Unlike the P90, the PDW-57 has a rather restrained rate of fire. Like the MSMC, in multiplayer it features high power offset by a low rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[Image:P90 Magazine.jpg|thumb|none|400px|P90 magazine, showing the spiral feed ramp.]]&lt;br /&gt;
[[Image:Blops2-PDW-Menu.jpg|thumb|600px|none|&amp;quot;PDW-57&amp;quot; on the singleplayer weapon select menu. Note the Spider's Tactical Barking Spider 2 muzzle brake.]]&lt;br /&gt;
[[Image:Blops2-PDW-1.jpg|thumb|none|600px|Section reloads his PDW-57. Note the bases of rounds in the polycarbonate magazine are shown on both sides, indicating some magical double-sided multi-round feed ramp is in use.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Peacekeeper&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Peacekeeper&amp;quot; SMG is a fictional weapon exclusive to the &amp;quot;Revolution&amp;quot; DLC, and can only be used in multiplayer. It appears to take some design cues from the [[AAC Honey Badger]], and is equipped with an angled front grip and a tiny, rather useless-looking side-folding stock. The markings on the weapon state that it fires the FN Herstal 5.7x28mm round, meaning it is either an SMG patterned after a carbine rifle, or is the SMG variant of an assault rifle like the [[Colt 9mm SMG]]; in any case, it is presented as a submachine gun with accuracy and range closer to the larger assault rifles.&lt;br /&gt;
&lt;br /&gt;
[[Image:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger with magazine removed - 7.62x35mm]]&lt;br /&gt;
[[Image:Peacekeeper.jpg|thumb|none|600px|&amp;quot;Peacekeeper&amp;quot; compact carbine pre-release image. Note that bad old habits had apparently returned and the safety is on.]]&lt;br /&gt;
[[Image:Blops2-Peacekeeper-HUD.jpg|thumb|none|600px|Final model of the &amp;quot;Peacekeeper.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-Peacekeeper-1.jpg|thumb|none|600px|The player character in multiplayer looks out over the dam in the ''Revolution'' DLC map Hydro, holding his Peacekeeper SMG. Note the &amp;quot;Sea Air Land&amp;quot; on the receiver; seemingly this weapon is supposed to have been adopted by the US Navy SEALs.]]&lt;br /&gt;
[[Image:Blops2-Peacekeeper-2.jpg|thumb|none|600px|Reloading an EoTech-equipped Peacekeeper; note that a round is visible in the top of the new magazine and the iron sights are folded down rather than tossed off the dam with the presence of an alternate optic. Since the early image shown above, some improvements have been made; the markings on the fire selector now show the selector position is not &amp;quot;safe,&amp;quot; and the previously flimsy-looking angled foregrip is now attached to the handguard properly rather than only at the front.]]&lt;br /&gt;
[[Image:Blops2-Peacekeeper-3.jpg|thumb|none|600px|A foregrip attachment changes the default angled foregrip to a vertical version, showing the weapon has an underbarrel rail. Even throwing money at the player character does not stop him noticing that the &amp;quot;fast mag&amp;quot; dual magazine model is empty, however.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Vector K10&amp;quot; in the game is actually a standard [[TDI Vector]]; while the name implies it is a KRISS K10, it does not have the detachable magazine well or diagonal reversible charging handle of the K10 model, though it does have the correct extended barrel for that version.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|400px|none|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:K102.jpg|thumb|400px|none|KRISS K10 - .45 ACP / 9x19mm Para / .40 S&amp;amp;W. Note differences in the magazine well, flat-sided upper and lack of pins.]]&lt;br /&gt;
[[Image:Blops2-Vector-Menu.jpg|thumb|600px|none|TDI Vector on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Vector-1.jpg|thumb|600px|none|Section holds a TDI Vector equipped with a reflex sight as he makes his way through the important Wooden Crate Storage Area of the USS ''Obama''.]]&lt;br /&gt;
[[Image:Blops2-Vector-2.jpg|thumb|600px|none|Reloading the Vector; &amp;quot;.45 ACP&amp;quot; can be seen just under the ammo counter, while at the muzzle is the trademark of totally-not-made-up gun company &amp;quot;Buster Arms.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Thompson M1921AC ==&lt;br /&gt;
&lt;br /&gt;
A [[Thompson M1921AC]] is introduced in the &amp;quot;Mob of the Dead&amp;quot; Zombies map for the Uprising DLC, and can be found on the wall in the dock area of that map, later found in the Mystery Box in Origins. The game calls it the &amp;quot;M1927,&amp;quot; clearly intending it to be an M1927 rebuilt with an M1921 full-auto trigger group, but since the in-game weapon's receiver markings identify it as a Colt-produced M1921 there is no visual reason to say it is not one. It also incorrectly depicted as a closed bolt weapon, and is cocked after an empty reload, which wouldn't be really necessary since real Thompson submachine guns have an automatic bolt hold-open. Being in a gangster-based level, it is unsurprisingly equipped with a 50-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1921Thompson.jpg|400px|thumb|none|Colt M1921AC Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-M1921-Model.jpg|thumb|none|400px|The in-game M1921AC model.]]&lt;br /&gt;
[[Image:Blops2-M1921-1.jpg|thumb|none|600px|Sal holds an M1921AC in Mob of the Dead as he witnesses the birth of the dreaded overacting zombie.]]&lt;br /&gt;
[[Image:Blops2-M1921-2.jpg|thumb|none|600px|Partway through a reload, it is possible to make out the lettering on the weapon's side; aside from the weapon having no serial number, the only change is that &amp;quot;COLT&amp;quot; is changed to &amp;quot;CTFA.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-M1921-3.jpg|thumb|none|600px|Realising there are plenty more zombie wise guys who need icing, Sal quickly fetches another drum for his heater. The precise method of icing someone with a heater is a closely guarded secret of gangster physics.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
== Beretta Model 682 Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The [[Beretta 682]] returns from the first ''Black Ops'' in campaign and Zombies mode, once again named after the Rottweil Olympia Over / Under 72 shotgun. It is never found during the campaign, but can be selected from the loadout screen. It is the second weapon which changes visually when a &amp;quot;Long Barrel&amp;quot; Attachment is used; by default it has a shorter barrel than in ''Black Ops'' with only five vents in the barrel rib, while the Long Barrel has the same seven-vent rib as the ''Black Ops'' model. Strangely, all Beretta 682s in Zombies mode use the longer barrel, despite having the weapon's unmodified stats.&lt;br /&gt;
&lt;br /&gt;
[[Image:BM682.jpg|thumb|none|400px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:Olympia72.jpg|thumb|none|400px|An actual Rottweil Skeet Olympia 72 - 12 gauge, for comparison]]&lt;br /&gt;
[[Image:Blops2-BerettaShotgun-Menu.jpg|thumb|none|600px|Beretta Model 682 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-BerettaShotgun-1.jpg|thumb|none|600px|In Zombies mode, Russman holds a Beretta Model 682 as he fends of the aforementioned undead.]]&lt;br /&gt;
[[Image:Blops2-BerettaShotgun-2.jpg|thumb|none|600px|Quickly discovering two rounds is ''never'' enough, he breaks his shotgun open to reload, ejecting the spent shells. Note the text on the shell indicates it is using &amp;quot;Spicy&amp;quot; 3-inch shotshells.]]&lt;br /&gt;
[[Image:Blops2-BerettaShotgun-3.jpg|thumb|none|600px|Aiming down the front sight bead.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Blundergat&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
An extremely powerful and ridiculously baroque shotgun called the &amp;quot;Blundergat&amp;quot; is a secret weapon in the &amp;quot;Mob of the Dead&amp;quot; DLC, accessible from the Mystery Box or via a convoluted method involving a series of hidden triggers which make it appear on the Warden's desk. It appears to be based very loosely on the model for the Beretta 682, but features four barrels with double hammers on each side. It is still a break-open weapon, the normally offset barrels tilting into line and a four-round speedloader being used to reload all four barrels together. The gun can also be modified beyond the standard Pack-a-Punch by building a machine to transform it into the &amp;quot;Acid Gat&amp;quot;. The Acid Gat has glowing green barrels that split near the end and fires a 3-round salvo of acidic capsules.&lt;br /&gt;
&lt;br /&gt;
[[Image:BM682.jpg|thumb|none|400px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-Blundergat-Menu-Icon.jpg|thumb|none|400px|The &amp;quot;Blundergat&amp;quot; in the game.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-1.jpg|thumb|none|600px|Billy holds the &amp;quot;Blundergat&amp;quot; as he wonders when he accidentally started playing ''Painkiller''.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-2.jpg|thumb|none|600px|Weasel reloads his &amp;quot;Blundergat;&amp;quot; note the rear sections of the barrels falling away, these are actually part of the speedloader.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-3.jpg|thumb|none|600px|With the lower barrels swung into line with the upper ones, he then brings in a new speedloader. The casings for this weapon appear to be combustable, since they are not present when it is reloaded.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-4.jpg|thumb|none|600px|The rear part of the speedloader is then detached, leaving the shells and their covers in place.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-5.jpg|thumb|none|600px|As the undead continue with their usual antisocial activities, Weasel gives the incredibly pointy iron sights a try.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-6.jpg|thumb|none|600px|As the survivors duel over who can acquire the silliest weapon, Weasel shows off his Blundergat, Finn admiring the impressively ridiculous trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[SPAS-12]] is used by the Panama Defense Force during the raid in &amp;quot;Time And Fate.&amp;quot; Manuel Noriega and Raul Menendez both use it in the 1980s missions. The weapon's stock is unfolded in its menu image, absent in the viewmodel, and folded on the worldmodel. The weapon functions in semi-automatic mode with the forend in its proper forward position, but the player character will always incorrectly rack it at the end of a reload; this shouldn't be possible, because the forend is locked into this position when the weapon is set to semi-automatic. When used by Raul Menedez at the end of &amp;quot;Suffer With Me&amp;quot;, the stock is unfolded and he uses it in pump-action with the forend in the rearward position.&lt;br /&gt;
&lt;br /&gt;
Of note is that during the brief section of &amp;quot;Time and Fate&amp;quot; where Menendez is the playable character, his SPAS-12 has a double capacity of 16 shells instead of the usual 8. Furthermore, if he fires 4 or more shells, he will reload the SPAS by flipping it off-screen and back on, the entire process taking roughly one second.&lt;br /&gt;
&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|400px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[Image:Blops2-SPAS-1.jpg|thumb|none|600px|At the end of the past mission arc, Menendez is seen with a SPAS-12 with a full, unfolded stock.]]&lt;br /&gt;
[[Image:Blops2-SPAS-4.jpg|thumb|none|600px|Earlier, during the first part of &amp;quot;Time and Fate&amp;quot; when Menendez is the player character, the starting weapon is a SPAS-12. Menendez largely alternates between this and hitting people with a machete while shouting &amp;quot;arrrrgh!&amp;quot;, and after firing beyond 3 shells he can reload the SPAS almost instantaneously, apparently just by being really angry at it.]]&lt;br /&gt;
[[Image:Blops2-SPAS-2.jpg|thumb|none|600px|Woods holds a SPAS-12 with tiger-stripe camo during &amp;quot;Suffer With Me&amp;quot;, as an MH-6 &amp;quot;Little Bird&amp;quot; lends him a helping hand.]]&lt;br /&gt;
[[Image:Blops2-SPAS-3.jpg|thumb|none|600px|Having carelessly dropped his SPAS on the ground, Woods looks down at it and wonders why he can't see the stock when he is holding it.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
&lt;br /&gt;
The [[Kel-Tec KSG]] is seen in the hands of LAPD officers in &amp;quot;Cordis Die&amp;quot; and is found in the armoury of the USS ''Barack Obama''. Like in ''Modern Warfare 3'', the playable character loads all the shells into only one magazine tube; now however, if the &amp;quot;Fast Mag&amp;quot; attachment is chosen, shells are inserted into both magazine tubes, increasing ammo count 2 shells per animation loop instead of 1. There is still no animation for switching the tube selector and so the weapon would only really be able to fire seven rounds from one tube. The KSG fires buckshot in the campaign, and slugs in multiplayer and Zombies. Weirdly enough, green shells are inserted during a reload, but the weapon ejects red ones when firing. A KSG with the &amp;quot;Quickdraw&amp;quot; attachment appears as the 4th tier weapon in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-KSG-1.jpg|thumb|none|600px|Section holds a KSG equipped with a suppressor as he makes his way aboard a massive floating city called Colossus.]]&lt;br /&gt;
[[Image:Blops2-KSG-2.jpg|thumb|none|600px|Reloading the KSG; now done two at a time, so only half of the weapon's operation is impossible!]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
&lt;br /&gt;
A custom tactical configuration of the [[Remington Model 870]] is referred to as the &amp;quot;R870 MCS&amp;quot; in singleplayer and &amp;quot;Remington 870 MCS&amp;quot; in multiplayer, and is shown with a RIS mount on the receiver which includes aftermarket sights and a spare shell holder on the left and a two-round one on the right. it also sports a Surefire weaponlight forend, an M4-type stock with a Magpul-style pistol grip, and a stand-off muzzle device for breaching purposes. It is not actually an MCS model as it does not have any of features of the 870 MCS, mainly its distinctive forend. &lt;br /&gt;
&lt;br /&gt;
With the &amp;quot;Fast Mags&amp;quot; attachment, the user shoves in two shells per motion when reloading, doubling the reload speed.&lt;br /&gt;
[[Image:Rem870M4.jpg|thumb|none|400px|Remington 870 fitted with a pistol grip, Surefire weaponlight forend, and M4-type stock - 12 gauge]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|400px|An actual Remington 870 MCS for comparison - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-870MCS-1.jpg|thumb|none|600px|Section holds a custom Remington 870 as he gets ready to repel a PMC attack on the USS ''Barack Obama''. Note that the two green shells are labelled as door-breaching rounds and are upside-down; this is sometimes done by real-life tactical shotgun users to identify special rounds.]]&lt;br /&gt;
&lt;br /&gt;
== Saiga 12K ==&lt;br /&gt;
&lt;br /&gt;
The [[Saiga 12|Saiga 12K]] is available from the beginning for 2025 missions. It is modelled with a left-handed ejection port and charging handle, a Magpul MOE stock, a large stand-off muzzle device, and rails that for some reason mounts HK-style iron sights by default. When reloading from empty by default, the player character locks back the charging handle and releases it after changing the magazine; this can be done with some later-model Saigas, which feature manual bolt hold-open devices to ease reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:LSA Saiga 12 Signcutter cs-vlr.jpg|thumb|none|400px|LSA Saiga 12 Signcutter CS-VLR - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-Saiga-Model.jpg|thumb|none|400px|The game's Saiga 12K worldmodel (without the magazine).]]&lt;br /&gt;
[[Image:Blops2-Saiga-1.jpg|thumb|none|600px|Section makes his way into the secret facility in &amp;quot;Celerium,&amp;quot; armed with a Saiga 12K. Note the left-handed ejection port with extended charging handle and HK-style iron sights.]]&lt;br /&gt;
[[Image:Blops2-Saiga-2.jpg|thumb|none|600px|Mason once again uses the magic of New Game Plus to have a Saiga-12 in &amp;quot;Time and Fate,&amp;quot; and celebrates by reloading it. Note the enormous standoff door-breaching muzzle brake and, bizarrely, a side-mounted scope bracket. Anything actually mounted on it would interfere with its left-sided action.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms M1216 ==&lt;br /&gt;
&lt;br /&gt;
The [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1216]] is available in the future levels; it has apparently been adopted by the US military in ''Black Ops''' universe, since sailors on the USS ''Barack Obama'' are seen using it to defend against the assault by Menendez's PMC troops. It is correctly shown as having a magazine with four 4-round tubes which must be manually rotated, but incorrectly fires each 4-round stack in full-auto mode. This is actually a feature of the SRM Arms MLE-12, prototypes of which were seen as early as 2012; it is not clear if the developers were aware of the MLE-12 or it is simply coincidence. In any case, the in-game model lacks the MLE-12's additional semi / auto selector switch on the side of the stock, rear of the pistol grip.&lt;br /&gt;
&lt;br /&gt;
An interesting fact to note is that when the incorrectly named &amp;quot;Extended Clip&amp;quot; is used, the magazine size is increased from 16 to 20 rounds, but the player will actually be able to fire an additional 4-round stack, despite the weapon being fitted with only four tubes. It would have been more logical to add an extra shell to each of the four tubes (even though this goes beyond the real M1216's capacity). This isn't a problem for the &amp;quot;Mesmerizer&amp;quot; Pack-a-Punch variant in Zombies mode, that fires ''6'' shells from a single tube. An M1216 with the aforementioned &amp;quot;Extended Clip&amp;quot; attachment appears as the 5th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:SRM 1216.jpg|thumb|none|400px|SRM Arms Model 1216 - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-M1216-1.jpg|thumb|none|600px|Section holds an M1216 as he looks over at one of the USS ''Barack Obama's'' RIM-116 Rolling Airframe Missile launchers.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Battle Rifles =&lt;br /&gt;
&lt;br /&gt;
== AK Hybrid ==&lt;br /&gt;
&lt;br /&gt;
Starting from the beginning of the game, the &amp;quot;AK47&amp;quot; from the first ''Black Ops'' is available, being the same conglomerate model that features an [[AKS-74]]'s receiver and magazine, an [[AKM]]'s front sight and gas block, an [[AK-47]]'s smooth handguard, a Type II AK-47's wooden stock with mounting bracket, and a Type III AK-47's receiver-mounted rear sling loop. Soviet troops in Afghanistan use the &amp;quot;AK47&amp;quot; in &amp;quot;Old Wounds&amp;quot;, despite that the AK-47 was phased out of frontline service at the time and had been replaced by the [[AK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|400px|Type II AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Blops2-AK-Menu.jpg|thumb|none|600px|Hybrid AK on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-AK47-1.jpg|thumb|none|600px|Mason holds a gold-plated hybrid AK as Jonas Savimbi and his men attempt to get as far away from him as possible.]]&lt;br /&gt;
[[Image:Blops2-AK47-2.jpg|thumb|none|600px|In &amp;quot;Suffer With Me,&amp;quot; Woods show less of a taste for the extravagant as he reloads his own AK, trying to figure out if it was camouflaged or just dumped in a swamp. Note that as in ''Black Ops'' there are no vent holes in the handguard and it has no flash hider.]]&lt;br /&gt;
&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] can be found in the past campaign levels and appears in zombies mode. It uses the same model as in ''Black Ops'' (including the elongated handguard), and is still referred to as the &amp;quot;AK74u&amp;quot; and erroneously classified as a submachine gun. It is incorrectly shown used by frontline Soviet troops in &amp;quot;Old Wounds,&amp;quot; whereas in reality it was only issued to tank crews, special forces, and support units.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:Blops2-AKS74U-Menu.jpg|thumb|600px|none|AKS-74U on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-AKS74U-1.jpg|thumb|none|600px|Mason holds an AKS-74U with a reflex sight as he makes his way through Menendez's villa complex. Note this is the same reflex sight model used by the AKS-74U in the original ''Black Ops''; being a ''Black Ops'' weapon the front sight must be sacrificed to the gods of optics.]]&lt;br /&gt;
&lt;br /&gt;
== AN-94 ==&lt;br /&gt;
&lt;br /&gt;
The [[AN-94]] assault rifle is used by PMC troops and Menendez's forces, Russia seemingly having decided to export the high-tech assault rifle by 2025; in reality, production of the AN-94 was discontinued in 2006, and it was never made available for export. It is attached with a rubber recoil buttpad on the stock, a Mission First Tactical Tekko Polymer AK-47 Integrated Rail System, and a RS Regulate AKML Gen 1 micro red dot mount, which, instead of mounting its designated Aimpoint Micro sight, mounts a rail with an aftermarket AK-style rear sight, and has a new a taller front sight to match. The weapon still retains the original, now-useless rear sight though.&lt;br /&gt;
&lt;br /&gt;
The weapon features a correct recoiling barrel and a 2-round burst mode, even firing the first two rounds faster in fullauto mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:Blops2-AN94-Menu.jpg|thumb|none|600px|AN-94 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-AN94-3.jpg|thumb|none|600px|At the start of &amp;quot;Achilles' Veil,&amp;quot; what appears to be a spawning bug causes many of Menendez's men to have AN-94s without magazines. While this in itself might indicate they are ceremonial, the AN-94 is not noted for being able to fire without a magazine inserted as one man in the background is currently doing. The militiaman with the missile launcher seemingly believes he is holding an RPG-7, given his hand positions.]]&lt;br /&gt;
[[Image:Blops2-AN94-1.jpg|thumb|none|600px|Section holds a camouflaged AN-94 as he makes his way towards the enemy base in the jungle, grumbling about the weather. Due to the weapon's unique layout, the canted magazine cannot be seen in first person unless the weapon is being reloaded.]]&lt;br /&gt;
[[Image:Blops2-AN94-2.jpg|thumb|none|600px|Reloading the AN-94 shows that effort has been made to model three-dimensional bullets in the magazine, though they appear to be 5.56x45 NATO rounds rather than 5.45x39 WP that the AN-94 actually uses.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Sporter Competition ==&lt;br /&gt;
&lt;br /&gt;
During the cutscene halfway through &amp;quot;Pyrrhic Victory&amp;quot; as Woods recalls his escape from the &amp;quot;Hanoi Hilton,&amp;quot; the guard he ambushes is shown armed with the &amp;quot;M16A4&amp;quot; model (actually a Colt Sporter Competition) from ''[[Call of Duty 4: Modern Warfare]]'', decades before the [[M16A4]] would actually have existed.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|400px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Blops2-M16A4-1.jpg|thumb|none|600px|Woods prepares to ambush one of his jailers; note the square profile of the ''Call of Duty 4'' in-world M16A4's flash hider.]]&lt;br /&gt;
[[Image:Blops2-M16A4-2.jpg|thumb|none|600px|As Woods uses the advanced tactic of shouting in his opponent's ear, the taped magazine and extremely angular handguard are visible.]]&lt;br /&gt;
&lt;br /&gt;
== Colt USAF M16 (Colt Model 604) ==&lt;br /&gt;
&lt;br /&gt;
The USAF [[M16]] returns from ''Black Ops''; though it is called the &amp;quot;Colt M16A1&amp;quot;, it lacks a birdcage flash hider and a forward assist, the absence most clearly visible during the pick-up animation. It still uses 20-round straight magazines with 30 rounds in them, and incorrectly has a three-round burst mode if it has the select-fire accessory. It is first available in the final 1980s level, &amp;quot;Suffer With Me.&amp;quot; The weapon is rather anachronistic since by the late 1980s the majority of the US military had switched to the M16A2 model and 30 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:USAF Colt Model 604.jpg|thumb|400px|none|Colt Model 604 (USAF M16) - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-M16-Menu.jpg|thumb|none|600px|USAF M16 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-M16-2.jpg|thumb|600px|none|Mason holds his M16 on Manuel Noriega, whose face has once again evaded oxycution. Note the straight 20-round magazine and lack of a foward assist.]]&lt;br /&gt;
[[Image:Blops2-M16-1.jpg|thumb|600px|none|Woods holds an M16 equipped with an M203 grenade launcher as he is buzzed by a pair of F4 Phantoms which have forgotten to turn their engines on. As ever, the M16's iron sights have abandoned it due to mounting an optic. One point of interest is that this is Rio Hato airfield, which was actually attacked not by F-4s (which do not appear to have participated in Operation Just Cause at all) but a pair of F-117s, in the aircraft's first combat deployment.]]&lt;br /&gt;
[[Image:Blops2-M16-4.jpg|thumb|600px|none|Woods reloads his M16; note both the taped magazines are empty. This weapon, the recommended one for this mission, is fitted with a 1975-vintage Aimpoint Mark II (aka Aimpoint Electronic), the world's first smallarm reflex sight, though the text on the optic actually says it is an &amp;quot;Armpoint&amp;quot; sight.]]&lt;br /&gt;
[[Image:Blops2-M16-3.jpg|thumb|600px|none|Woods draws his M16 at the start of the mission; note the lack of a forward assist, showing this is not an M16A1, and that even the flip-up sight for the M203 has abandoned him.]]&lt;br /&gt;
&lt;br /&gt;
== DSA SA58 Para Elite Compact ==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL#DSA SA58 Para Elite Compact|DSA SA58 Para Elite Compact]] is available as the &amp;quot;FAL OSW&amp;quot; for the 2025 missions. In singleplayer it is fully automatic by default, whereas in multiplayer it defaults to semi-auto. It has an ACE M4 SOCOM stock.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58ParaElite.jpg|thumb|400px|none|DSA SA58 Para Elite Compact with magazine removed - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-SA58-Menu.jpg|thumb|600px|none|SA58 Para Elite Compact on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-SA58-1.jpg|thumb|600px|none|Section holds an SA58 Para Elite Compact equipped with a Leupold HAMR scope and a suppressor as he looks over an X95 Flattop.]]&lt;br /&gt;
[[Image:Blops2-SA58-2.jpg|thumb|600px|none|Reloading uses the same speed reload technique as in ''Modern Warfare 2'', and as in that game the old magazine will always have visible rounds in the top even if it was empty.]]&lt;br /&gt;
&lt;br /&gt;
== Enfield L85A2 ==&lt;br /&gt;
&lt;br /&gt;
During the introduction to &amp;quot;Old Wounds,&amp;quot; a series of stock footage screens show guns supposedly smuggled to Afghanistan by the Menendez cartel, most bizarrely two rows of [[L85A2]] rifles with L3A1 bayonets fitted.&lt;br /&gt;
&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|400px|Enfield L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-L85-1.jpg|thumb|600px|none|Section and Salazar discuss Menendez's bizarre decision to smuggle the British Army's rifles to Heckler &amp;amp; Koch.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL G Series ==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL]] is the same G Series model from the original ''Black Ops''. It is available from the first mission onwards. As with the DSA SA58, its multiplayer incarnation (used in Zombies mode) is semi-automatic by default, while the singleplayer version defaults to fully-automatic, which is incorrect since the G Series model is a civilian semi-auto only rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|400px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-FAL-Menu.jpg|thumb|none|600px|FN FAL on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-FAL-1.jpg|thumb|none|600px|Jonas Savimbi, having discarded his Hawk MM1 due to it being insufficiently awesome, brandishes an FN FAL. Note the curious dark line on the handguard, and that the underside of the handguard is flat black as if it is always in shadow.]]&lt;br /&gt;
[[Image:Blops2-FAL-2.jpg|thumb|none|600px|Assisting Savimbi's UNITA forces, Mason holds a camouflaged FAL.]]&lt;br /&gt;
[[Image:Blops2-FAL-3.jpg|thumb|none|600px|Finding the camouflage less than useful, he soon ditches his old FAL for one with an M203, reloading as he attacks an enemy barge. The reload animation has been changed, with the old magazine dropped away instead of being taken away by the left hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H ==&lt;br /&gt;
&lt;br /&gt;
An [[FN SCAR|FN SCAR-H]] is available for the 2025 missions and appears to be one of the standard rifles on the United States military. It holds 30 rounds in its 20-round magazine, or 40 if the invisible and incorrectly named &amp;quot;Extended Clip&amp;quot; is chosen.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-SCARH-Menu.jpg|thumb|none|600px|SCAR-H on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-SCARH-1.jpg|thumb|none|600px|Section makes his way through a CLAW manufacturing plant in &amp;quot;Judgment Day,&amp;quot; armed with a SCAR-H. As with most of the non-recycled weapons, the SCAR's iron sights are folded down when it mounts optics.]]&lt;br /&gt;
[[Image:Blops2-SCARH-2.jpg|thumb|none|600px|Section reloads his SCAR; note the clear marking on the receiver stating it is a &amp;quot;SCAR 17S,&amp;quot; the civilian semi-automatic version of the SCAR-H. As with the &amp;quot;HAMR&amp;quot;, this results in it having a two-setting Safe / Fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HAMR&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
An [[FN SCAR-H]] with a drum magazine is one of the weapons the game classifies as light machine guns. It is incorrectly listed as the &amp;quot;HAMR&amp;quot;, which is a light machine gun version of the SCAR-L entered for the USMC's IAR trials; the in-game weapon does not have the deeper handguard of that version of the rifle and is just a standard SCAR-H with a large drum magazine (which has the 75-round capacity of a 5.56mm drum: given the size, it should only hold 50 rounds if the weapon is assumed to be chambered in 7.62mm, and it is visually based on the 50-round drum used on some G8 ([[Heckler &amp;amp; Koch HK11]]) rifles used by the German police and military or the X-Products X-91, an American clone made primarily for the [[Heckler &amp;amp; Koch G3]] and [[Heckler &amp;amp; Koch HK91]]; the &amp;quot;Extended Clip&amp;quot; attachment raises the capacity to 100).&lt;br /&gt;
&lt;br /&gt;
Strangely, the weapon has a variable fire rate not unlike that of the AN-94; the first 7 shots in full-auto are fired at 937 RPM, and the rest are fired at 625 RPM (excluding singleplayer, where it fires at 937 RPM constantly), apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a mere (and consistent) 7 rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. The version in campaign forgoes this nonsense altogether, and fires at a constant 937 RPM.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|400px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN HAMR.jpg|thumb|none|400px|FN HAMR IAR, for comparison - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-SCAR-Model.jpg|thumb|none|400px|World model of the &amp;quot;HAMR&amp;quot; (without the magazine); the viewmodel has a noticeably longer barrel. Note the wide SCAR-H magwell, and how the side of the weapon reads 7.62x51mm, which is actually correct for a SCAR-H, but not for a HAMR IAR.]]&lt;br /&gt;
[[Image:Blops2-SCAR-1.jpg|thumb|none|600px|Fighting his way to Menendez in &amp;quot;Achilles' Veil,&amp;quot; Section holds a &amp;quot;HAMR&amp;quot; with a &amp;quot;target finder&amp;quot; scope fitted.]]&lt;br /&gt;
[[Image:Blops2-SCAR-2.jpg|thumb|none|600px|Reloading, the player character presses the magazine release and shakes the weapon downwards; the old drum apparently doesn't quite get the idea of this, and the new drum is used to knock it out of the magwell. Note that, as with the regular SCAR-H, it only has &amp;quot;safe&amp;quot; and &amp;quot;fire&amp;quot; positions on the fire selector, indicating it was based on a semi-automatic civilian SCAR variant.]]&lt;br /&gt;
&lt;br /&gt;
== G&amp;amp;G GR4 G26 (Airsoft gun) ==&lt;br /&gt;
&lt;br /&gt;
An [[M4A1]]-style G&amp;amp;G GR4 G26 Airsoft gun can be seen in promotional images, but no similar weapon appears in the game itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:GG GR4 G26.jpg|thumb|none|400px|'''Airsoft''' G&amp;amp;G GR4 G26 - (fake) 5.56x45mm]]&lt;br /&gt;
[[Image:Call of duty black ops 2 GG GR4 G26.jpg|thumb|600px|none|A soldier holds the GR4 G26 in a piece of promotional artwork. Note the bulged top of the stock and shape of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
&lt;br /&gt;
The [[HK416]] is incorrectly listed as the &amp;quot;M27,&amp;quot; which is the designation for the squad automatic weapon version used by the USMC. The in-game weapon has a standard 14.5-inch barrel rather than the 16.5-inch barrel used by the M27. The HK416 is equipped with a MagPul BAD Lever, a Raptor charging handle, and a 10.5-inch Super Modular Rail HK. The Foregrip attachment adds a SureFire M900A vertical foregrip and an unusable weapon light. An HK416 with an &amp;quot;MMS&amp;quot; sight is the 9th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK416 14.5 Current.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm. This is the current production version of the HK416.]]&lt;br /&gt;
[[Image:H&amp;amp;K M27 IAR.jpg|thumb|none|400px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm, for comparison.]]&lt;br /&gt;
[[Image:Blops2-HK416-Model.jpg|thumb|none|400px|The game's HK416 model (without the magazine). Note the later production HK pistol grip and stock but older style front sight.]]&lt;br /&gt;
[[Image:Blops2-HK416-menu.jpg|thumb|none|600px|HK416 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-HK416-2.jpg|thumb|none|600px|Section holds his HK416 as his pet robot deals with some strange men rappelling into an underground complex in a manner best not thought about, glad they will not be able to make horrible puns about his BAD Lever.]]&lt;br /&gt;
[[Image:Blops2-HK416-1.jpg|thumb|none|600px|Reloading the HK416 shows the fire selector pointed to...Auto? What sorcery is this?]]&lt;br /&gt;
[[Image:Blops2-HK416-3.jpg|thumb|none|600px|During the draw animation the player character quickly racks the custom charging handle twice, apparently checking to make sure the weapon is both chambered and cycling correctly; the second pull ejects a single round without actually subtracting one from the magazine, though the &amp;quot;Fast Hands&amp;quot; perk (which speeds up the animation) causes it to glitch out and fail to eject a bullet.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch XM8 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M8A1&amp;quot; appears to be a &amp;quot;futurised&amp;quot; [[Heckler &amp;amp; Koch XM8]] with a short handguard and a thick carrying handle. It has a railed carrying handle and a railed handguard with rail covers, rather than the PCAP accessory system used by the US XM8. In real life this configuration is used on Malaysian XM8s, though given the series' common use of Airsoft weapons as references it is far more likely this was based on a rail-equipped Airsoft gun. It also has an incorrect G36-style magazine well. It has a 32 round capacity, incorrect for any currently produced XM8/G36 magazine. The &amp;quot;M8A1&amp;quot; designation suggests it has been adopted by the US military as a standard weapon, and is used by both American soldiers and PMC troops. In multiplayer and Zombies modes, it fires 4-round bursts by default, something not present on the real XM8. An &amp;quot;M8A1&amp;quot; with an EOtech sight is used as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm8 rightmed.jpg|thumb|400px|none|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[Image:XM8-Malaysia.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM8 R for reference's sake - 5.56x45mm.]]&lt;br /&gt;
[[Image:Blops2-XM8-Menu.jpg|thumb|none|600px|XM8 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-XM8-3.jpg|thumb|none|600px|Harper holds his XM8 at the start of &amp;quot;Cordis Die&amp;quot; as Section lies in a heap in a crashed Cougar MRAP.]]&lt;br /&gt;
[[Image:Blops2-XM8-1.jpg|thumb|none|600px|Section holds an XM8 with Leupold HAMR optic as he encounters a truly surreal scene. Note that this weapon was apparently made by &amp;quot;KHK Germany.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-XM8-2.jpg|thumb|none|600px|Out on the deck and trying to forget the horrors he has just witnessed, Section reloads his XM8. Note the XM8 model in game uses the older &amp;quot;duckbill&amp;quot; open-front flash hider rather than the &amp;quot;birdcage&amp;quot; used by later XM8 prototypes.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Galil ARM ==&lt;br /&gt;
&lt;br /&gt;
A slightly modified version of the [[IMI Galil ARM]] model from the original ''[[Call of Duty: Black Ops]]'' is available in the past levels; it no longer has a carry handle, though it still has the attachment point for one. The reload animation is changed; the basic reload motions are now more similar to the AK-type rifles, and the cocking animation is now done with the left hand instead of the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Galil.jpg|thumb|400px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-Galil-Menu.jpg|thumb|600px|none|The Galil ARM on the singleplayer weapon selection menu.]]&lt;br /&gt;
[[Image:Blops2-Galil-1.jpg|thumb|600px|none|Out and about in Afghanistan, Alex Mason holds a Galil as he examines a colt. Note that, as ever, adding a sight requires the removal of the ones that were already there, regardless of the amount of hacksawing that doing so would require.]]&lt;br /&gt;
&lt;br /&gt;
== IWI X95 Flattop ==&lt;br /&gt;
&lt;br /&gt;
The [[IWI X95 Flattop]], an improved variant of the [[MTAR-21]], appears in the game as the &amp;quot;MTAR.&amp;quot; In Zombies mode Marlton identifies the weapon as an X95L variant, but the in-game model has a straight rail which is raised above the handguard, not a two-step rail like the L model. It is equipped with an MFI Sig MAD front sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-TAR-Menu.jpg|thumb|none|600px|IWI X95 Flattop on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-TAR-1.jpg|thumb|none|600px|Making his way through a flooded slum in Pakistan, Section reloads his X95 Flattop, equipped with a Magpul Rail Vertical Grip, Leupold HAMR dual optic and laser pointer.]]&lt;br /&gt;
&lt;br /&gt;
== M14 Rifle ==&lt;br /&gt;
&lt;br /&gt;
The [[M14 Rifle]] from ''Black Ops'' reappears in Zombies mode, this time with a synthetic black finish instead of wooden furniture. Once again, the in-game model has a pistol grip and folding vertical grip like the M14E2 light machine gun. It is typically one of the first weapons available in a Zombies map, and is effective for a surprisingly long time due to its high accuracy and damage, despite only holding 8 rounds in its 20-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14E2SAW.jpg|thumb|none|400px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-M14-1.jpg|thumb|none|600px|The player character in Zombies mode picks up an M14, filling in its outline on the wall. Note that as in ''Black Ops'' it has a pistol grip, though it no longer has a bipod.]]&lt;br /&gt;
[[Image:Blops2-M14-3.jpg|thumb|none|600px|Weasel holds an M14 as he ponders what passes for normality in Zombies mode.]]&lt;br /&gt;
[[Image:Blops2-M14-2.jpg|thumb|none|600px|Reloading the M14; as in ''Black Ops'', the pistol grip appears to have been added so that the reloading animation from ''Modern Warfare 2's'' Mk 14 Mod 1 EBR could be recycled for this weapon.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SMR&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional bullpup battle rifle called the &amp;quot;SMR&amp;quot; is a common weapon among enemy soldiers in the future levels. The weapon is based on the [[Saritch]] design concept, and is presumably supposed to represent a military version of it. This is supported by the fact that the game files and [https://youtu.be/q0i-cwB2Pi0 pre-Alpha builds] of ''Black Ops II'' refer to it as the &amp;quot;Saritch&amp;quot;, and it is even directly modeled after the Saritch in the pre-alpha builds.&lt;br /&gt;
&lt;br /&gt;
In singleplayer it is a slow full-auto rifle by default, while in multiplayer it is semi-automatic unless the select-fire &amp;quot;attachment&amp;quot; is added; the real Saritch was only ever mocked up as a semi-auto, though the designer did consider a select-fire military variant. An SMR fitted with an ACOG sight is the 11th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Saritch 308.jpg|thumb|none|400px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[Image:Blops2-SMR-menu.jpg|thumb|none|600px|&amp;quot;SMR&amp;quot; on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-SMR-1.jpg|thumb|none|600px|Section reloads an SMR equipped with a reflex optic. Note the small EOTech logo on the side of the sight; this optic is now actually called &amp;quot;EOTech sight&amp;quot; by the game rather than using the generic &amp;quot;holo sight&amp;quot; label.]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer SIG556 HOLO ==&lt;br /&gt;
&lt;br /&gt;
A [[SIG SG 550#SIG SG 556|SIG-Sauer SIG556 HOLO]] with Magpul MOE stock is available late in the singleplayer campaign, and as a relatively early unlock in multiplayer. It is equipped with an MFI Sig MAD front sight and the standard rear SIG drum sight is depicted with an aiming aperture instead of the proper drum. While early footage showed it called &amp;quot;SIG556&amp;quot; (which it is still referred to as in the game files), in the final game it is instead called the &amp;quot;SWAT-556&amp;quot;; however, the campaign version is still referred to as &amp;quot;SIG556&amp;quot; when using the higher zoom level of the Leupold HAMR optic. It can fire in three-round bursts, or full-auto mode if the Select Fire &amp;quot;attachment&amp;quot; is equipped (reversed in singleplayer); neither is a normal feature of the real weapon, which is semi-auto only. Other SIG SG 550 variants in reality (even some SIG 556 variants) have these fire modes, though.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|400px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-SIG-Menu.jpg|thumb|none|600px|SIG556 HOLO on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-SIG-1.jpg|thumb|none|600px|Section holds a SIG556 HOLO with a white ACOG optic (based on Trijicon ACOG 6x48 Machine Gun Scope) at the start of &amp;quot;Fallen Angel;&amp;quot; note that like the SCARs it only has &amp;quot;Safe&amp;quot; and &amp;quot;Fire&amp;quot; settings on its fire selector.]]&lt;br /&gt;
[[Image:Blops2-SIG-2.jpg|thumb|none|600px|Reloading shows off the M320 grenade launcher mounted under the handguard, but also the rather worrying fact that the player model does not actually have a rear grip.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] returns from the previous games, but this time having an impressive fire rate of 750 RPM instead of 500-600 and a slightly increased price. It appears in the &amp;quot;Origins&amp;quot; Zombies map from the &amp;quot;Apocalypse&amp;quot; DLC. While the gun may seem anachronistic (seeing as the map takes place in 1918, while the gun was designed around 1944-45), it is explained in game that the &amp;quot;Mystery Box&amp;quot; has the power to grab weapons from multiple time periods, hence the box featuring an experimental light machine gun in a 1930's Alcatraz ''that's not even on the same plane of existence''. It can be assumed that the StG 44 (and by extension, the MP40) also appeared via this handwave.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:Blops2-STG44.jpg|thumb|none|600px|Soldiers firing their StG 44s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Type 25&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Type 25&amp;quot; is a &amp;quot;futurised&amp;quot; [[QBZ-95-1]] (evidenced by the fire selector above the pistol grip), but with a trigger guard similar to that of the original QBZ-95. It is seen in the hands of Chinese troops at the end of &amp;quot;Fallen Angel&amp;quot; and during &amp;quot;Judgment Day&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Norinco QBZ95-1.jpg|thumb|none|400px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[Image:Type95-1.jpg|thumb|none|400px|Norinco QBZ-95 - 5.8x42mm]]&lt;br /&gt;
[[Image:Blops2-Type25-Menu.jpg|thumb|none|600px|&amp;quot;Type 25&amp;quot; on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Type25-1.jpg|thumb|none|600px|Section holds a &amp;quot;Type 25&amp;quot; as he rescues a man who is apparently not important enough for his name to merit a capital letter.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
&lt;br /&gt;
The [[Barrett M107]] model used in ''Modern Warfare 3'', incorrectly referred to as the &amp;quot;Barrett M82A1,&amp;quot; is available in the past and future missions, starting with the level &amp;quot;Time and Fate;&amp;quot; a key part at the end of &amp;quot;Suffer With Me&amp;quot; also involves the use of the Barrett. The normal version is identical to the one from ''MW3'', while the one with the &amp;quot;Variable Zoom&amp;quot; attachment is slightly altered with no lens covers and a raised carrying handle. As in ''MW3'', the model has ejection ports on both sides of the receiver.&lt;br /&gt;
&lt;br /&gt;
It is highly anachronistic for the past levels, since the M107 was not adopted until 2002. This mistake appears to have been made because Barrett have started to market the M107 under the &amp;quot;M82A1&amp;quot; name; an original M82A1 would not actually be particularly anachronistic since the A1 version was developed by 1986, though the first major order of rifles was not made until 1989.&lt;br /&gt;
&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|400px|Barrett M107 long range sniper rifle - .50 BMG]]&lt;br /&gt;
[[Image:M82a1.jpg|thumb|none|400px|Original Barrett M82A1 - .50 BMG. Note fixed scope mount and lack of rails.]]&lt;br /&gt;
[[Image:Blops2-M107-2.jpg|thumb|none|600px|Woods holds the unique M107 at the end of &amp;quot;Suffer With Me;&amp;quot; note that the weapon model of this variant shows the standard scope, despite the weapon using a variable zoom here.]]&lt;br /&gt;
[[Image:Blops2-M107-1.jpg|thumb|none|600px|Mason holds his M107 with a variable zoom at the start of &amp;quot;Time and Fate;&amp;quot; note the rail extends right back to the rear sight and there is no raised scope mount, meaning this cannot be an M82A1 as the game claims or an M82A1M.]]&lt;br /&gt;
&lt;br /&gt;
== DSR-50 ==&lt;br /&gt;
&lt;br /&gt;
The [[DSR-50]] is used by enemies during the first future level, though it is not actually unlocked in the loadout menu until the last one. It is similar in power to the other heavy sniper rifles, but slower due to being bolt-action, and it has an incorrect magazine capacity of 5 rounds instead of 3. It is also available in Zombies mode, though like all sniper rifles in that mode it is mostly useless due to zombies not exactly being known for long-range combat. A DSR-50 with a variable zoom scope appears as the 15th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dsr50.jpg|thumb|400px|none|DSR-50 - .50 BMG]]&lt;br /&gt;
[[Image:Blops2-DSR-2.jpg|thumb|600px|none|Section holds a DSR-50 during the final level as he celebrates someone having the catastrophically bad idea of handing an orbital weapon to the first guy who picks up the controls.]]&lt;br /&gt;
[[Image:Blops2-DSR-1.jpg|thumb|600px|none|Later, finding he can't use his satellite indoors, he reloads his DSR-50. This one is fitted with a &amp;quot;dual band&amp;quot; sight fitted to the standard scope, a ballistic computer and variable zoom (the oversized elevation turret with a large &amp;quot;V&amp;quot; on it represents this). Note the &amp;quot;DSR Precision&amp;quot; marking on the side of the weapon. The spare magazine stored in front of the pistol grip is sadly never used for anything other than holding the gun (in lieu of using the handguard).]]&lt;br /&gt;
&lt;br /&gt;
== FN Ballista ==&lt;br /&gt;
&lt;br /&gt;
The [[FN Ballista]] is a bolt-action sniper rifle available in the future levels. Among its equip options, it can be fitted with illuminated iron sights instead of the default scope; it is the only sniper rifle with such an option outside of Zombies (as the DSR-50 has a similar attachment when Pack-a-Punched). A Ballista with the aforementioned iron sights appears as the 16th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNBallista.jpg|thumb|400px|none|FN Ballista - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Blops2-Ballista-1.jpg|thumb|600px|none|Section holds an FN Ballista as he admires the implausibly small mounting of a drone helicopter's cannon, supposedly 40mm. Visible on the weapon's default scope are a throw lever and cant indicator.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Storm PSR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Storm PSR&amp;quot; is a fictional three-barreled (rotatory, no less) sniper rifle based on [[Metal Storm]] technology, with the ability to queue and fire multiple rounds at a time to penetrate surfaces. This is actually a suggested capability of the Metal Storm system since it is able to make multiple rounds hit the same point, but no weapon design like the PSR currently exists and the weapon is a work of fiction.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blops2-Storm-1.jpg|thumb|600px|none|Section holds a &amp;quot;Storm PSR&amp;quot; during the attack on downtown Los Angeles. Note the text on the receiver is &amp;quot;Metalstorm Multishot Rifle,&amp;quot; meaning the &amp;quot;P&amp;quot; in &amp;quot;PSR&amp;quot; is apparently short for &amp;quot;M.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-Storm-2.jpg|thumb|600px|none|Scope of the Storm PSR; the bar to the right is the charge indicator, and the indicator immediately to the left shows the number of queued rounds and the penetration distance, up to eight metres. The red grid indicates the current target cannot be hit at the current charge level; this will be green if it can. Note that the area outside the scope is magnified just as much as the area inside.]]&lt;br /&gt;
[[Image:Blops2-Storm-3.jpg|thumb|600px|none|Mason reloads the Storm PSR which he presumably got from the same place he got a WA2000 in the previous game. Note the three sets of ten stacked rounds in the en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
The [[SVD Dragunov]] appears in two past missions, &amp;quot;Pyrrhic Victory&amp;quot; and &amp;quot;Time and Fate&amp;quot;. It is a modified version of the ''Black Ops'' SVD model, with a lower-profile front sight and the wooden furniture textures replaced with a grayish green texture, apparently trying to make it look more like a modernized variant with synthetic furniture. As before it uses an incorrect modern POSP scope reticle rather than a period PSO-1, and it also completely lacks a flash hider.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[Image:Blops2-SVD-1.jpg|thumb|none|600px|Mason holds his SVD as he takes a relaxing stroll through the jungle.]]&lt;br /&gt;
[[Image:Blops2-SVD-2.jpg|thumb|none|600px|Mason reloads his SVD; note that the fire selector is in the &amp;quot;safe&amp;quot; position, and also appears to be from an AK rather than the correct one for an SVD.]]&lt;br /&gt;
&lt;br /&gt;
== SVU Dragunov ==&lt;br /&gt;
&lt;br /&gt;
The [[SVU Dragunov]] can be used in the 2025 missions, referred to as the &amp;quot;SVU-AS&amp;quot;, and is effectively a high-tech counterpart to the SVD. It features a dark red, carbon fibre-effect foregrip. It is fitted with a folded-forward Harris-style bipod instead of the correct one for an SVU/SVU-AS, and in the create-a-class menu icon it is mounted backwards and seemingly floating in the air; the icon also includes a flash suppressor. It also lacks select fire, being semi-auto only, making it an SVU. An SVU with a &amp;quot;Dual Band&amp;quot; scope appears as the 14th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|400px|none|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[Image:Blops2-SVU-1.jpg|thumb|none|600px|Farid holds an SVU in &amp;quot;Achilles' Veil,&amp;quot; equipped with a laser pointer, ballistic computer and vile camouflage. Note the HUD displaying an incorrect 12-round capacity.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;XPR-50&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic sniper rifle chambered in .50 BMG. It bears a resemblance to the [[Barrett Model 98 Bravo]], though the latter is bolt-action rather than semi-automatic and is chambered in .338 Lapua Magnum. In the game files it is referred to as the [[Accuracy International AS50|AS50]], which is particularly semi-auto and chambered in .50 BMG, even though it looks noticeably different from it.&lt;br /&gt;
&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|400px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:As50sr.jpg|thumb|none|400px|AS50 - .50 BMG, for comparison.]]&lt;br /&gt;
[[Image:Blops2-XPR50.jpg|thumb|none|400px|The &amp;quot;XPR-50&amp;quot; in the game's menu selection.]]&lt;br /&gt;
[[Image:Blops2-XPR50-1.jpg|thumb|none|600px|Section holds an XPR-50 as he admires one of the USS ''Barack Obama's'' complement of fictional F/A-38 fighters. Note the strange, tiny circular intakes; these apparently contain a pair of cannons.]]&lt;br /&gt;
[[Image:Blops2-XPR50-2.jpg|thumb|none|600px|Looking out at the ''Obama's'' battlegroup using the scope of his XPR-50, Section discovers a couple of rather unusual additions; these two ships are a ''Slava''-class cruiser and a ''Nanuchka''-class corvette, both models from ''Modern Warfare 3''.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== Handheld GE M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
The same handheld [[M134 Minigun]] model from ''Black Ops'' returns as an unlockable for the campaign, now simply called &amp;quot;minigun&amp;quot;, as the &amp;quot;Death Machine&amp;quot; name has moved to the future version. It has a 999 round magazine with no reserve and no reloading animation, and has no iron sights; instead, the iron sight key pre-spins the weapon's barrels. The M134 is effective even against vehicles which are normally immune to gunfire. As before it has an oddly slanted overhead front grip; in &amp;quot;Old Wounds&amp;quot; while riding it can be seen that part of the grip which would normally be covered by the player character's hand is not present at all. In addition, on the PC with the FOV set to 80 the minigun model is slightly too small for the screen and blank space can frequently be seen at the bottom and right of the model as it moves. A slightly altered version of the handheld minigun model is used as a door mount on a gunship in &amp;quot;Achilles' Veil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm]]&lt;br /&gt;
[[Image:Blops2-M134HH-1.jpg|thumb|none|600px|Mason holds the old &amp;quot;Death Machine&amp;quot; M134 minigun, wondering how he can possibly combine this activity with riding a horse.]]&lt;br /&gt;
[[Image:Blops2-M134HH-2.jpg|thumb|none|600px|The answer, of course, being to fire it one-handed. Note that the lower part of the grip, which would normally be hidden by his hand, does not actually exist.]]&lt;br /&gt;
[[Image:Blops2-M134HH-3.jpg|thumb|none|600px|A certain decision in &amp;quot;Achilles' Veil&amp;quot; will result in a brief sequence controlling Section as he mans a VTOL's door gun. This is the &amp;quot;Chopper Gunner&amp;quot; model from ''Black Ops'' with the belt box removed, but is clearly a variant of the handheld model.]]&lt;br /&gt;
&lt;br /&gt;
== Handheld General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
A man-portable futuristic gatling gun based on the [[General Dynamics GAU-19/A]] is the new &amp;quot;Death Machine&amp;quot; killstreak, and can be used in the campaign by completing challenges. Like the minigun, it has no iron sights with the aim button instead pre-spinning the barrels, a 999 round magazine with no reserve and no reloading animation. It appears to use the same sound effect normally used for the A-10's GAU-8 in the modern ''Call of Duty'' games. A slightly altered version of this model is also found mounted on drone gun rigs, mostly used by Menendez's PMC troops.&lt;br /&gt;
&lt;br /&gt;
It is also present in the DLC &amp;quot;Mob of the Dead&amp;quot; Zombies map, where it has a 150 round magazine and a reload animation where it is simply lowered off the screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:Blops2-GAU-1.jpg|thumb|none|600px|Section wields a futurised GAU-19/A as he vows to infiltrate the jungle base in the loudest manner he possibly can.]]&lt;br /&gt;
[[Image:Blops2-GAU-2.jpg|thumb|none|600px|Meanwhile over on Alcatraz, Sal opens up on some passing zombies, ejecting a suitably impressive cloud of brass at a nearby fence.]]&lt;br /&gt;
&lt;br /&gt;
== LSAT Light Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
The [[LSAT|LSAT Light Machine Gun]] is occasionally seen in the hands of US soldiers, most commonly during the new &amp;quot;Strike Force&amp;quot; missions. It appears with a digital ammunition counter beside the belt opening of the drum magazine, which is of great use while playing Hardcore multiplayer matches where the HUD is removed. The markings on the weapon refer to it as &amp;quot;M250,&amp;quot; presumably indicating it has been adopted as a replacement for the M249 SAW.&lt;br /&gt;
&lt;br /&gt;
[[Image:LSAT.jpg|thumb|400px|none|AAI Corporation LSAT Light Machine Gun with bipod and front and rear sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[Image:Blops2-LSAT-1.jpg|thumb|none|600px|During a Strike Force mission, the target &amp;quot;high value individual&amp;quot; reloads her LSAT light machine gun presenting a better view of the Trijicon ACOG 6x48 Machine Gun Scope. Note that this gun was apparently made by &amp;quot;Hobotronics Inc.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
The ''Black Ops'' [[M60 machine gun|M60E3]] model is re-used in the game; as before it is a powerful weapon, but has heavy recoil.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60E3Short.jpg|thumb|none|400px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-M60-1.jpg|thumb|none|600px|Mason holds an M60 as he watches one of his allies attempting to threaten a large rock. This went about as well as one would expect it to. Note that unlike the future era weapons, the cold war guns use the old Colt scope from the first game as an &amp;quot;ACOG&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Maxim MG08/15 ==&lt;br /&gt;
The [[Maxim MG08/15]] appears in the Zombies map &amp;quot;Origins&amp;quot; from the &amp;quot;Apocalypse&amp;quot; DLC. It has an overwrought fire rate of 750 RPM compared to the real 450-500. Additionally, when reloading, the player character isn't seen pulling the belt into action, he simply replaces the belt drum and works the charging handle (a bit like the MG42 from ''Call of Duty: World at War''). There is a lip depicted on the feed tray, but there's now way it could pull the belt on its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim MG08-15.jpg|thumb|none|400px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Blops2 MG08.jpg|thumb|none|600px|Dempsey firing the MG08/15.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 48 Mod 1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FN Minimi|Mk 48 Mod 1]] is available in the 2025 levels as a light machine gun, despite technically being a medium machine gun, as it fires a full-sized rifle round rather than an intermediate one. A Mk. 48 with a Leupold HAMR optic appears as the 13th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk48mod1.jpg|thumb|400px|none|FN Mk 48 Mod 1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-Mk48-1.jpg|thumb|none|600px|Section holds a Mk 48 Mod 1 as he looks over the results of sabotaging his CLAW's Geneva Convention Module.]]&lt;br /&gt;
&lt;br /&gt;
== Norinco QBB-95 ==&lt;br /&gt;
&lt;br /&gt;
A [[Norinco QBB-95]] is available as the &amp;quot;QBB LSW&amp;quot;. It has been &amp;quot;futurized&amp;quot; in the same manner as the QBZ-95-1 (i.e. bulkier furniture), and has the trigger guard of the [[QBZ-95]]. It also has a left-handed projection on its charging handle; the player character operates this by taking their hand off the grip. A QBB-95 with a fictional &amp;quot;Target Finder&amp;quot; sight appears as the 12th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|400px|QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:Blops2-QBB95-1.jpg|thumb|none|600px|Section holds a QBB-95 with a laser pointer in &amp;quot;Celerium&amp;quot; as he makes his way through a high-tech factory hidden in the jungle.]]&lt;br /&gt;
&lt;br /&gt;
== RPD light machine gun ==&lt;br /&gt;
&lt;br /&gt;
The [[RPD]] is available from the beginning of the game, and can be picked up from the Mystery Box in Zombies mode. In singleplayer it is used by Soviet troops in Afghanistan, at a time when it would have been replaced by the PKM and the RPK-74. It is also seen during the US invasion of Panama in &amp;quot;Suffer With Me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg‎|thumb|none|400px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:Blops2-RPD-1.jpg|thumb|none|600px|Mason holds a camouflaged RPD as Savimbi's troops storm to victory during the first section of &amp;quot;Pyrrhic Victory.&amp;quot; The RPD model is lifted from ''Modern Warfare 2'', hence the presence of an accessory rail in a level set in the 1980s; Mil-STD-1913, the standard for Picatinny rails, did not exist until 1995.]]&lt;br /&gt;
[[Image:Blops2-RPD-2.jpg|thumb|none|600px|Taking a look at a weapon crate, he finds an unpleasantly camouflaged RPD with a foregrip; strangely, using this attachment switches the handguard on the model to one that appears to be based on that of the Romanian [[AIM]] AK clone.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
==Airtronic RPG-7==&lt;br /&gt;
The [[Airtronic RPG-7]] appears in the future levels as the &amp;quot;futurised&amp;quot; version of the normal RPG-7 used in the past ones. It is simply called &amp;quot;RPG&amp;quot;, and it is fitted with a futuristic warhead seemingly based on the one from ''[[Avengers,_The_(2012)#Airtronic_RPG-7|The Avengers]]''. An Airtronic RPG-7 appears as the 18th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Airtronic RPG7.jpg|thumb|none|400px|Airtronic RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Blops2-FutureRPG-Model.jpg|thumb|none|400px|The in-game Airtronic RPG-7 model (without the rocket).]]&lt;br /&gt;
[[Image:Blops2-FutureRPG-1.jpg|thumb|none|600px|One-off character Farid holds the Airtronic RPG-7. Note that like other rocket launchers it uses the crosshair from the original ''Call of Duty's'' MG42, an art asset that was nine years old when the game came out.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92 Stinger]] can be unlocked on the loadout screen and is available during the mission in Afghanistan. It is ''very'' inaccurately portrayed as a dual-mode anti-tank / anti-aircraft missile launcher, with an RPG-7 iron sight placed on the folding sight. In anti-tank mode the round can be manually detonated by pressing fire again, while in anti-air mode the weapon will not fire without a lock on. The maximum capacity is twenty launchers, and Stingers are meant to be used as a main weapon throughout &amp;quot;Old Wounds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Blops2-Stinger-1.jpg|thumb|none|600px|Alex Mason holds his mutant Stinger as he ponders why anyone would do such a cruel and silly thing to an innocent missile launcher.]]&lt;br /&gt;
[[Image:Blops2-Stinger-2.jpg|thumb|none|600px|With the real sight folded down, this RPG-7 sight is used instead, allowing the missile to be fired directly.]]&lt;br /&gt;
[[Image:Blop2-Stinger-3.jpg|thumb|none|600px|Seemingly nobody has told the Stinger it is supposed to be a flimsy metal tube, since it is quite capable of destroying Soviet tanks with a single shot.]]&lt;br /&gt;
[[Image:Blops2-Stinger-4.jpg|thumb|none|600px|Common sense finally prevails as Mason folds the real sight up; this switches the weapon to lock-on mode.]]&lt;br /&gt;
[[Image:Blops2-Stinger-6.jpg|thumb|none|600px|This uses the same reticle as in previous games; unlike ''Modern Warfare 3'' there is no green target box, and ''Black Ops II's'' more dramatic score frequently drowns out the launcher's lock-on tone.]]&lt;br /&gt;
[[Image:Blops2-Stinger-5.jpg|thumb|none|600px|The launcher proves as effective as it is in any ''Call of Duty'' game.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FHJ-18 AA&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional anti-air launcher, appearing to be a &amp;quot;futurised&amp;quot; [[FIM-92 Stinger]], is available for the 2025 missions and in multiplayer. In multiplayer it can lock on to aircraft and vehicles, while in singleplayer it is only able to lock on to targets which are valid for the Stinger's anti-air mode. It is never found in the campaign, but can be unlocked; however, given its limited range of targets, it is never particularly useful. It is seen being used by Menendez's forces and Menendez himself during &amp;quot;Achilles' Veil.&amp;quot; Interestingly enough, it is named similarly to the Chinese [[FHJ-84]] double-barreled rocket launcher, despite functioning far differently from it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blops2-FHJ18AA-Model.jpg|thumb|none|400px|The in-game &amp;quot;FHJ-18 AA&amp;quot; model.]]&lt;br /&gt;
[[Image:Blops2-Fictionallauncher-2.jpg|thumb|none|600px|Menendez holds a spent &amp;quot;FHJ-18 AA&amp;quot; in &amp;quot;Achilles' Veil&amp;quot; after firing the weapon at an American VTOL.]]&lt;br /&gt;
[[Image:Blops2-Fakelauncher-1.jpg|thumb|600px|none|Mason holds an &amp;quot;FHJ-18 AA&amp;quot; as he curses getting the future's least useful weapon in the magical time travel crate.]]&lt;br /&gt;
&lt;br /&gt;
== GP-30 Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
[[GP-series grenade launcher#GP-30|GP-30 grenade launcher]]s are mounted on Russian weapons equipped with launchers in both the past and future levels; the GP30 is also used by the Galil. The player model no longer has a quadrant sight at all, but is the same model as used in previous games. The in-world model, however, still has its right-mounted quadrant sight. As in previous games, the reload animation includes an incorrect flick of the launcher to eject a spent casing, despite that VOG grenades are built like mortar rounds and are ejected from the launcher in their entirety.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|400px|GP-30 grenade launcher mounted on an [[AK-74]] - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[Image:Blops2-GP30-1.jpg|thumb|none|600px|Section reloads the GP-30 mounted under his AN-94. Like in ''Black Ops'' (and unlike the entire ''Modern Warfare'' series), a VOG-25 grenade is correctly used (though modeled somewhat poorly, being quite clearly the Western 40mm round model modified to approximate the shape of a VOG grenade). The reload animation still includes a flick of the launcher to eject a spent casing that should not exist, and this &amp;quot;casing&amp;quot; uses the same model as the live grenade.]]&lt;br /&gt;
[[Image:Blops2-GP30-2.jpg|thumb|none|600px|Mason takes a close look at the GP30 attached to a PDF soldier's Galil; unlike the player model, this still has a right-mounted quadrant sight.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] is held by Jonas Savimbi during the first mission as he rides on a Buffel armored truck, and can be unlocked on the loadout screen by completing challenges. It features a capacity of 24 grenades, double of the real 12, and has no iron sights; the screen simply zooms in when the aim button is pressed. Its grenades are also not affected by gravity, acting more like rockets. The contents of the cylinder are ejected on-screen, but afterwards the weapon is reloaded off-screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:MM1.jpg|thumb|400px|none|MM1 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Blops2-MM1-6.jpg|thumb|none|600px|At the start of the first mission, &amp;quot;Pyrrhic Victory,&amp;quot; a UNITA fighter hands Jonas Savimbi his Hawk MM1 grenade launcher.]] &lt;br /&gt;
[[Image:Blops2-MM1-1.jpg|thumb|none|600px|Savimbi brandishes his Hawk MM1 dramatically as he rides into battle.]]&lt;br /&gt;
[[Image:Blops2-MM1-2.jpg|thumb|none|600px|Amusingly, on trying to fire his MM1 for the first time, Savimbi finds it does not actually work and immediately discards it.]]&lt;br /&gt;
[[Image:Blops2-MM1-3.jpg|thumb|none|600px|One-off player character Woods holds a Hawk MM1 at the start of &amp;quot;Suffer With Me.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-MM1-4.jpg|thumb|none|600px|His enemies soon discover he takes the level's name very literally.]]&lt;br /&gt;
[[Image:Blops2-MM1-5.jpg|thumb|none|600px|Reloading the MM1: the player character snaps the launcher open, tips out the entire contents of the cylinder, then drops it below the bottom of the screen. There is no actual animation for inserting the new rounds, and it is bought back up closed and fully loaded.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch M320 ==&lt;br /&gt;
&lt;br /&gt;
Most of the future assault rifles will mount [[Heckler &amp;amp; Koch M320]] grenade launchers if a grenade launcher accessory is selected. Unlike the M203, reloading the M320 shows that the ejected casing does have its own model, instead of having a full 40mm grenade standing in for the casing.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:Blops2-M320-1.jpg|thumb|none|600px|Section reloads his SG 556, showing off the M320 grenade launcher mounted under the barrel. Note that the white indicator on the fire selector is pointed in completely the wrong direction.]]&lt;br /&gt;
&lt;br /&gt;
== M203 Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
The [[M203 grenade launcher]] used in this game, unlike most previous entries in the series, has neither a rail attachment point or a removed trigger guard, meaning it is not based on an Airsoft imitation. It is the same model from the first ''Black Ops''. Like all M203 grenade launchers in the COD series, there is no model for a spent casing, and so on reloading an unfired grenade round is dumped out of the launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:Blops2-M203-1.jpg|thumb|none|600px|Mason reloads an FN FAL equipped with an M203 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M360&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This fictional wrist-mounted grenade launcher is available in all future levels, though it cannot be used in the past levels even when the game has been completed as grenades remain era-specific. The grenades themselves are referred to in menus as &amp;quot;XM31,&amp;quot; but the launcher itself has &amp;quot;M360&amp;quot; printed on it, and also includes a line launcher. Holding the grenade button provides an aiming line; the grenades are typical videogame smart grenades, exploding on contact with enemies or on a timer otherwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blops2-M360-1.jpg|thumb|none|600px|Farid aims his &amp;quot;M360&amp;quot; grenade launcher. Note the red aiming line. The device appears to have a detachable magazine at its midpoint, though it is never reloaded in-game.]]&lt;br /&gt;
&lt;br /&gt;
==MGL Mk 1L== &lt;br /&gt;
&lt;br /&gt;
The [[Milkor MGL#MGL Mk 1L|MGL Mk 1L]] is referred to as &amp;quot;War Machine.&amp;quot; It is a killstreak reward in multiplayer; it is never found in the singleplayer campaign and can only be accessed via the loadout screen by completing challenges. It suffers from exactly the same reloading issues as the Taurus Raging Judge.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Blops2-MGL-1.jpg|thumb|600px|none|Fighting his way through the floating city &amp;quot;Colossus,&amp;quot; Section holds an MGL Mk 1L as he admires the results of using it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] uses the same model as in ''Modern Warfare 3''; as before there is no reloading animation, with the entire launcher simply disappearing off-screen, and the weapon can only use the default iron sights despite having a scope rail. The SMAW is only available in the future levels, and apparently has some fictional guided round which can lock on to vehicles and aircraft; cutscenes frequently show SMAW-equipped troops firing the weapons as if they are SAMs. A SMAW appears as the 17th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|400px|none|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:Blops2-SMAW-1.jpg|thumb|600px|none|A US soldier in Strike Force mode holds a SMAW as he prepares for the arrival of a CLAW, hoping that he can remember which one is which when the moment of truth comes.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is seen in the past levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Blops2-RPG7-1.jpg|thumb|none|600px|Mason holds an RPG-7 as he ponders whether this is an appropriate weapon to threaten someone with at close range. Note that this is the ''Black Ops'' RPG-7 model, and as in that game the rear sight is mounted backwards.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
&lt;br /&gt;
The same fictional &amp;quot;Valkyrie&amp;quot; MCLOS (Manual Command Line Of Sight) [[SA-14 Gremlin]] seen in ''Black Ops'' turns up during the second half of &amp;quot;Pyrrhic Victory,&amp;quot; and is used to shoot down an attacking Mi-24 Hind gunship. Furthermore, the HUD icon of the SA-14 is used for the campaign version of the &amp;quot;FHJ-18 AA&amp;quot; and the FIM-92A Stinger.&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|400px|none|SA-14 Gremlin launcher - 72mm]]&lt;br /&gt;
[[Image:Blops2-Valkyrie-1.jpg|thumb|600px|none|Mason holds the &amp;quot;Valkyrie&amp;quot; MCLOS SA-14 launcher, finding he suddenly has a lot less boat than he remembered.]]&lt;br /&gt;
[[Image:Blops2-Valkyrie-2.jpg|thumb|600px|none|Having discovered the culprit, the missile must be manually steered to hit the fast-moving Hind. The bar to the right is the missile's fuel gauge; an SA-14 should have a range of around 2.5 miles, but clearly nobody has told the Valkyrie that.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== 40lb Cratering Charge ==&lt;br /&gt;
&lt;br /&gt;
A 40lb Cratering Demolition Charge is used by Mason to block a road leading to the Mujahideen camp during &amp;quot;Old Wounds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:40-lb-cratering-charge.jpg|thumb|none|141px|40lb Cratering Demolition Charges.]]&lt;br /&gt;
[[Image:Blops2-CrateringCharge-1.jpg|thumb|none|600px|Mason sets the Cratering Charge. Precisely where or why he was carrying it in the first place is not clear.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Grenade ==&lt;br /&gt;
&lt;br /&gt;
The future hand grenade is a cross between a [[M67 hand grenade]] and a [[Mk 2 hand grenade]]. Strangely, this is the model used for all grenade pickups, even those in the past levels.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|140px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|140px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Blops 2-Futuregrenade-1.jpg|thumb|none|600px|Mason locates a future grenade, made from condensed future.]]&lt;br /&gt;
&lt;br /&gt;
== M18 smoke grenade ==&lt;br /&gt;
&lt;br /&gt;
[[M18 smoke grenade]]s are often seen on NPCs in the past levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|140px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
== M112 C4 Demolition Charge ==&lt;br /&gt;
&lt;br /&gt;
While the C4 charges which can be picked from the equip screen are fictional, the 40lb Cratering Charge used in &amp;quot;Old Wounds&amp;quot; is primed with four M112 demolition charges.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] used in the game is a &amp;quot;futurised&amp;quot; version, regardless of which era it is used in.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
== M26 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[M26 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|140px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
&lt;br /&gt;
American NPCs in the past levels frequently have [[M34 White Phosphorous grenade]]s on their chest rigs. As in ''Black Ops'', they are incorrectly shown painted green, which was not done in real life before the adoption of NATO STANAG 2321 in 1987: period M34 grenades should be white.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|140px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[Image:Blops2-M34-1.jpg|thumb|none|600px|Hudson stops during a mandatory stealth section in &amp;quot;Pyrrhic Victory&amp;quot; as Mason carries an injured Woods, an M34 grenade clearly visible under Hudson's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
In cutscenes set in the past the most commonly used grenade is the [[M67 hand grenade]]; a young Menendez uses an M67 partway through &amp;quot;Pyrrhic Victory&amp;quot; and a decision by Woods to throw one during &amp;quot;Time and Fate&amp;quot; has major repercussions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|140px|M67 hand grenade]]&lt;br /&gt;
[[Image:Blops2-M67-1.jpg|thumb|none|600px|Mason's attempt to take a young Menendez hostage takes a turn for the worse as he flicks the pin from an M67 hand grenade Mason somehow did not notice him carrying.]]&lt;br /&gt;
&lt;br /&gt;
== M83 smoke grenade ==&lt;br /&gt;
&lt;br /&gt;
Soldiers in the future levels have [[M83 smoke grenade]]s rather than the M18s seen in the past levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:M87.JPG|thumb|none|140px|M83 smoke grenade]]&lt;br /&gt;
[[Image:Blops2-M83-1.jpg|thumb|none|600px|Section takes some time out from his allegedly urgent escape to check over a dead PMC soldier, finding two M83 smoke grenades on his chest rig.]]&lt;br /&gt;
&lt;br /&gt;
== M84 stun grenade ==&lt;br /&gt;
&lt;br /&gt;
The future &amp;quot;flashbang&amp;quot; is a dressed-up [[M84 stun grenade]], which becomes a completely normal M84 body after detonating.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|140px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
== Mecar M72 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[Mecar M72 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:325 products mecar 05 JPG 150 150.jpg|thumb|none|140px|Mecar M72 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Blops2-Mecar-1.jpg|thumb|none|600px|A Mecar M72 is visible to the right of the RGD-5 grenade on Woods' chest as Mason realises the Matrix has him.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 offensive hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[MK3 offensive hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|140px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[Image:Blops2-Mk3-1.jpg|thumb|none|600px|A MK3 offensive hand grenade is clearly visible on Hudson's chest as he and Mason unwisely discuss their daring escape before actually finishing it.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Nightingale&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Nightingale&amp;quot; is a grenade only available in the singleplayer mission &amp;quot;Suffer With Me,&amp;quot; and uses the same model as the Decoy Grenade from ''Black Ops''. It appears to be an improvised device made using rifle bullets and some kind of clockwork striker array to set them off, making it bounce around and produce gunfire sounds.&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[RGD-5 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|140px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Blops2-RGD5-1.jpg|thumb|none|600px|An RGD-5 grenade is visible among Woods' gear as he complains about the inexplicable presence of sand in Afghanistan.]]&lt;br /&gt;
&lt;br /&gt;
== VIS-1.6 anti-tank mine ==&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Old Wounds&amp;quot; the access kit perk allows recovery of a cache of VIS-1.6 anti-tank mines. These can be planted in the path of attacking Soviet tanks and APCs; Mason simply tosses them on the ground without burying them.&lt;br /&gt;
&lt;br /&gt;
[[Image:VIS-16-inert.jpg|thumb|none|400px|Inert Products LLC '''replica''' of a VIS-1.6 blast-resistant anti-tank mine]]&lt;br /&gt;
[[Image:Blops2-Mine-1.jpg|thumb|none|600px|Mason finishes cutting the chains off the mine box. Note the box is labelled as containing American-made M1 mines.]]&lt;br /&gt;
[[Image:Blops2-Mine-2.jpg|thumb|none|600px|He soon discovers this is rather wide of the mark, since the box contains VIS-1.6 mines.]]&lt;br /&gt;
[[Image:Blops2-Mine-3.jpg|thumb|none|600px|Not one to look a gift mine in the mouth, Mason is soon merrily placing mines in the path of a careless BTR.]]&lt;br /&gt;
&lt;br /&gt;
= Mounted Weapons =&lt;br /&gt;
&lt;br /&gt;
== Browning M2HB ==&lt;br /&gt;
&lt;br /&gt;
[[Browning M2HB]]s can be seen mounted on technicals at various points during the campaign; strangely, those seen in the past levels are the model from ''[[Modern Warfare 2]]'' which has no belt or ammo box, and not the more detailed version seen in ''[[Modern Warfare 3]]''. The M2s mounted on SOC-T buggies seen in &amp;quot;Fallen Angel&amp;quot; also lack any ammunition supply. However, the technicals seen in &amp;quot;Cordis Die&amp;quot; have a different M2 model with an ammo box.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:Blops2-M2-2.jpg|thumb|none|600px|While on his way to Menendez's mansion, Mason deals with an enemy technical, and stops to admire his prize.]]&lt;br /&gt;
[[Image:Blops2-M2-1.jpg|thumb|none|600px|Using videogame logic, he correctly determines that if a weapon isn't loaded to begin with it can't run out of ammo, and is soon merrily blasting away using his invisible thumbs to operate the trigger.]]&lt;br /&gt;
&lt;br /&gt;
== DShK ==&lt;br /&gt;
&lt;br /&gt;
[[DShK heavy machine gun]]s can be seen mounted on vehicles during the past levels, including Savimbi's Buffel armoured trucks and a series of militia patrol boats.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:Blops-DshK-1.jpg|thumb|none|600px|Mason mans a DShK as a series of Russian-made patrol boats attack his barge.]]&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
A variant of the [[General Dynamics GAU-19/A]] used as &amp;quot;Death Machine&amp;quot; is also seen in sentry gun mountings, used by enemies in the singleplayer future levels and controllable by the player in some Strike Force missions. It is also available as a Scorestreak reward in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:Blops2-Sentry-1.jpg|thumb|600px|none|The player character in multiplayer admires his sentry gun.]]&lt;br /&gt;
[[Image:Blops2-Sentry-2.jpg|thumb|600px|none|Section takes a much dimmer view of sentry guns, since they are usually trying to murder him.]]&lt;br /&gt;
[[Image:Blops2-Sentry-3.jpg|thumb|600px|none|Controlling a sentry in Strike Force mode gives this view, despite that the rig's camera is mounted below and to the right of the barrels...]]&lt;br /&gt;
[[Image:Blops2-Sentry-4.jpg|thumb|600px|none|..while controlling one in multiplayer gives this equally impossible view from halfway along the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The [[M61 Vulcan#General Dynamics M197 Vulcan|M197 Vulcan]] cannon can be seen on a drone in &amp;quot;Celerium&amp;quot; where it is stated to be 40mm despite clearly not being big enough. It is also the chin armament of the &amp;quot;Stealth Chopper&amp;quot; which can be called in by a Scorestreak in multiplayer, a fictional helicopter based on the RAH-66 Commanche.&lt;br /&gt;
&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:Blops2-M197-1.jpg|thumb|none|600px|The &amp;quot;Stealth Chopper&amp;quot; aims its M197 Vulcan during a rare moment of not flying like a drunk in a hurricane.]]&lt;br /&gt;
[[Image:Blops2-M197-2.jpg|thumb|none|600px|In Theatre mode, a better look at the helicopter can be had.]]&lt;br /&gt;
&lt;br /&gt;
== General Electric GAU-8/A Avenger ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Warthog&amp;quot; Scorestreak in multiplayer allows the player to call in a fictional futuristic version of the A-10 Thunderbolt II ground attack aircraft; like the real thing, this is armed with a [[General Electric GAU-8/A Avenger]] gatling gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[Image:Blops2-GAU8-1.jpg|thumb|none|600px|The player character in multiplayer admires the result of a good Scorestreak as his pet ground attack aircraft deals with the competition.]]&lt;br /&gt;
[[Image:Blops2-GAU8-2.jpg|thumb|none|600px|The futuristic A-10 makes another pass, firing its GAU-8/A.]]&lt;br /&gt;
[[Image:Blops2-GAU8-3.jpg|thumb|none|600px|The post-match Theatre mode allows a closer look at the &amp;quot;futurised&amp;quot; A-10 model, as well as leading to questions about just how many blast deflectors the carrier thinks it needs.]]&lt;br /&gt;
&lt;br /&gt;
== General Electric M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
Non-handheld [[GE M134 Minigun]]s are seen mounted on CLAW vehicles and MH-6 &amp;quot;Little Bird&amp;quot; helicopters.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-M134-1.jpg|thumb|none|600px|The player character in Strike Force mode, having failed to teach his CLAW the meaning of personal space, admires its M134 minigun. Note that it has no ammo source. The device on the CLAW's side is a flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
== Gryazev-Shipunov GSh-23 ==&lt;br /&gt;
&lt;br /&gt;
Throughout &amp;quot;Old Wounds,&amp;quot; Soviet MiG-23 &amp;quot;Flogger&amp;quot; attack aircraft can be seen making bombing runs, armed with a [[Gryazev-Shipunov GSh-23]] cannon.&lt;br /&gt;
&lt;br /&gt;
[[Image:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
[[Image:Blops2-Fencer-1.jpg|thumb|none|600px|The Soviet Union immediately regretted establishing Amateur Pilot Day.]]&lt;br /&gt;
&lt;br /&gt;
== Gryazev-Shipunov GSh-30-2 ==&lt;br /&gt;
&lt;br /&gt;
The same conglomerate of Mi-35M and Mi-24P seen in ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'' appears again, this time menacing Mason, Woods, and Hudson in Angola and the Mujahideen in Afghanistan. As before, all Hinds in ''Black Ops II'' are armed with both a [[Gryazev-Shipunov GSh-30-2|GSh-30-2]] twin gun mounted on the fuselage and a chin mounted [[Yakushev-Borzov Yak-B|Yak-B]] gatling gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 automatic cannon with unfired rounds - 30x165mm]]&lt;br /&gt;
[[Image:Blops2-Gsh30-1.jpg|thumb|none|600px|As the Soviet army pushes towards the Mujahideen base in &amp;quot;Old Wounds,&amp;quot; Mason orders &amp;quot;one last display of courage,&amp;quot; leading to a charge as Soviet aircraft fly overhead. This includes Hinds, which as in ''MW3'' are the version of the Hind only known to young modelmakers who decide to put all the guns on.]]&lt;br /&gt;
&lt;br /&gt;
== Kalashnikov PKT ==&lt;br /&gt;
&lt;br /&gt;
Soviet T-55 and T-62 tanks seen during the campaign have coaxial openings for their [[PK Machine Gun|PKT machine guns]], as do T-72s found in the multiplayer map &amp;quot;Standoff.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
== KPV Heavy Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
Four [[KPV heavy machine gun]]s in a ZPU-4 quad AA mounting can be seen on a roof in &amp;quot;Suffer With Me;&amp;quot; the five-man weapon is operated by a single gunner, who can be killed to complete one of the level's challenges.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]&lt;br /&gt;
[[Image:Blops2-ZPU-1.jpg|thumb|none|600px|Woods sights up the gunner of the ZPU, who, in addition to his AA gun, is apparently in possession of the dreaded levitating FAL.]]&lt;br /&gt;
&lt;br /&gt;
== KPVT heavy machine gun ==&lt;br /&gt;
&lt;br /&gt;
Soviet BTR-60 APCs seen in &amp;quot;Old Wounds&amp;quot; mount [[KPV heavy machine gun|KPVT heavy machine guns]] in their turrets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[Image:Blops2-BTR-1.jpg|thumb|none|600px|Mason sights up a BTR-60 in &amp;quot;Old Wounds&amp;quot; with his futuristic SAM, the BTR looking distinctly unimpressed as Mason belatedly realises that he can't fool this SAM into blowing up tanks.]]&lt;br /&gt;
[[Image:Blops2-BTR-3.jpg|thumb|none|600px|At the end of the mission the Soviet army commences one final push, with Mason watching through binoculars as the last assault begins. Note the frontal hull of the BTR-60, distinguishing it from later versions.]]&lt;br /&gt;
[[Image:Blops2-BTR-2.jpg|thumb|none|600px|Mason and the Mujahideen determine that charging tanks and aircraft with horses is in some way a good idea and ride for Kravchenko's giant silly land battleship, the BTR on the right firing its gun as the one on the left is destroyed by a stray bolt of logic.]]&lt;br /&gt;
&lt;br /&gt;
== Kurzer 8 cm Granatwerfer 42 ==&lt;br /&gt;
&lt;br /&gt;
The Kz 8cm GrW 42 mortar model, which dates way back to ''[[Call of Duty 2]]'', returns once again, this time used by mortar crews in the first level of the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[Image:Blops2-GermanMortar-1.jpg|thumb|none|600px|Mason, holding a heinously blinged-out MP5, examines an enemy Kz 8cm GrW 42 mortar after eliminating the crew. At the time of the game's release, this model was just over seven years old.]]&lt;br /&gt;
&lt;br /&gt;
== M61 Vulcan ==&lt;br /&gt;
&lt;br /&gt;
[[M61 Vulcan]] cannons in Block 1B Phalanx installations can be seen mounted on the USS ''Barack Obama'' during the mission &amp;quot;Odysseus.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B with improved barrels and FLIR - 20x102mm]]&lt;br /&gt;
[[Image:Blops2-Phalanx-1.jpg|thumb|none|600px|Section looks up at two of the USS ''Barack Obama's'' Block 1B Phalanx guns firing on attacking PMC forces during the mission &amp;quot;Odysseus;&amp;quot; note the FLIR pod on the side of the radome.]]&lt;br /&gt;
&lt;br /&gt;
== MAS AA-52 NF-1 ==&lt;br /&gt;
&lt;br /&gt;
[[MAS AA-52]] NF-1 machine guns are seen in coaxial mounts alongside the GIAT F1 90mm guns of Savimbi's Eland armoured cars in the first mission.&lt;br /&gt;
&lt;br /&gt;
[[File:AAT-52 Char HMG.jpg|thumb|400px|none|MAS AAT-52 Char - 7.5x54mm French. The vehicles in the game use the 7.62x51mm NF-1 variant.]]&lt;br /&gt;
[[Image:Blops2-Eland-1.jpg|thumb|600px|none|Mason takes a little time out from the hectic battle to admire one of Jonas Savimbi's Eland armoured cars, armed with a 90mm GIAT F1 cannon. The muzzle of the MAS AA-52 NF-1 coaxial machine gun is visible to the right of the main gun.]]&lt;br /&gt;
&lt;br /&gt;
== Metal Storm Redback RWS ==&lt;br /&gt;
&lt;br /&gt;
The fictional &amp;quot;Assault Sentry Drone&amp;quot; (&amp;quot;Autonomous Ground Robot&amp;quot; in multiplayer) tracked UCVs mount a [[Metal Storm Weapons|Metal Storm Redback RWS]] four-barrel repeating grenade launcher in a module on their right-hand side. This is incorrectly depicted as an ordinary machine gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:MS Redback.jpg|thumb|none|400px|Metal Storm Redback RWS - 40mm]]&lt;br /&gt;
[[Image:Blops2-Redback-2.jpg|thumb|none|600px|Section looks over an Assault Sentry Drone (ASD) with a Redback RWS during the mission &amp;quot;Karma;&amp;quot; these white-painted ASDs are part of the security force of &amp;quot;Colossus,&amp;quot; a floating city in the Cayman Islands.]]&lt;br /&gt;
[[Image:Blops2-Redback-1.jpg|thumb|none|600px|During the Strike Force missions it is possible to control an ASD directly, which provides a good view of the little robot's armament.]]&lt;br /&gt;
&lt;br /&gt;
== NSV-T Heavy Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
Low-detail [[NSV heavy machine gun|NSV-T heavy machine guns]] can be seen mounted on abandoned T-72 tanks in the multiplayer map &amp;quot;Standoff.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:NSVTMG.jpg|thumb|none|400px|NSV-T heavy machine gun mounted on a Ukranian T-84 - 12.7x107mm]]&lt;br /&gt;
[[Image:Blops2-NSVT-1.jpg|thumb|none|601px|The player character in multiplayer looks over the ridiculously misproportioned NSV-T of a parked T-72.]]&lt;br /&gt;
&lt;br /&gt;
== RPD Light Machine Gun (mounted) ==&lt;br /&gt;
&lt;br /&gt;
Mounted [[RPD]]s are a frequent sight in the 1980s levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg‎|thumb|none|400px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:Blops2-MountRPD-1.jpg|thumb|none|600px|Woods locates a mounted RPD in &amp;quot;Suffer With Me,&amp;quot; wondering what manner of incredible glue technology has been used to achieve this.]]&lt;br /&gt;
[[Image:Blops2-MountRPD-2.jpg|thumb|none|600px|Per FPS rules, mounting an RPD somehow removes its need for either reloading or ammunition.]]&lt;br /&gt;
&lt;br /&gt;
== Type 1130 CIWS ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer map &amp;quot;Carrier&amp;quot; is set on the deck of Chinese supercarrier, which appears to be based on the ''Liaoning'' (CV-16 of the People's Liberation Army Navy (this is not a typo) Surface Force), formerly the ''Admiral Kuznetsov''-class carrier ''Varyag''. Multiple Type 1130 30mm 11-barrel CIWS installations can be seen on the deck as opposed to the three installations around the perimeter that the real ship has; these are equipped with their radar, but for some reason do not have the sensor pod which should be mounted on the right of the installation. Most likely it is because in all photographs of ''Liaoning'' available at the time, the pod was covered with a tarp, and the designers did not realise it was concealing part of the installation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type1130.jpg|thumb|none|400px|Type 1130 11-barrel CIWS installation on Chinese carrier ''Liaoning'' - 30mm. Note the green tarp covering the sensor pod next to the fire control radar.]]&lt;br /&gt;
[[Image:Blops2-1130-1.jpg|thumb|none|600px|The player character in multiplayer looks over one of the Chinese carrier's Type 1130 CIWS installations as he wonders how the carrier deck came to be colonised by a group of small, completely useless huts.]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
&lt;br /&gt;
Soviet Hind helicopters are armed with a chin-mounted [[Yakushev-Borzov Yak-B]] four-barrel gatling. As in ''Modern Warfare 3'', it is necessary to get very close to a Hind to see the four openings in the rectangular gun, but they are present.&lt;br /&gt;
&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[Image:Blops2-YakB-1.jpg|thumb|none|600px|Savimbi, clearly not able to contain all his awesomeness in the first part of &amp;quot;Pyrrhic Victory,&amp;quot; rides to the rescue at the end of the second in a hybrid Hind.]]&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
Two crossbow weapons can be acquired in singleplayer by completing 5 challenges in the mission &amp;quot;Karma,&amp;quot; one of them also appearing in multiplayer. Both fire explosive bolts: one is the manually loaded weapon from the first ''Black Ops'', while the second is a reverse-draw crossbow which resembles a Barnett BC Raptor. The whole rear of the latter weapon is a reworked and retextured version of the [[Remington ACR]] player model from ''Modern Warfare 3'' though the fire selector has been moved from the risky &amp;quot;double extra auto&amp;quot; setting to &amp;quot;safe.&amp;quot; This version is somehow fed from a small magazine, which doubles as the handguard, and in multiplayer has the even more unfathomable ability to fire three bolts at once with the correct attachment. This crossbow (unmodified) is the 19th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
The ''Black Ops'' crossbow is similarly a new front end on an existing weapon model: specifically, it is the extensively chopped-up rear receiver of the [[M60 machine gun]] in-world or create-a-class model from either ''Call of Duty 4'' or ''Black Ops'' itself, with the stock mutated into a very basic rifle-style stock. This part of the weapon is only really visible on the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem ACR.jpg|thumb|none|400px|Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Blops2-Crossbow-1.jpg|thumb|none|600px|The ''Black Ops'' crossbow, now called the &amp;quot;Manual Crossbow.&amp;quot; At full size, it has what looks like part of an AR carry handle at the rear: this is actually the remains of the belt feed opening from the M60 model.]]&lt;br /&gt;
[[Image:Blops2-Crossbow-2.jpg|thumb|none|600px|The new repeating crossbow.]]&lt;br /&gt;
[[Image:Blops2-Crossbow-3.jpg|thumb|none|600px|Mason holds the new crossbow as he contemplates a nearby wall. At full size it is easy to distinguish the rear section has an ACR mag release and, as in ''MW3'', has the fire selector markings of a civilian semi-only variant.]]&lt;br /&gt;
&lt;br /&gt;
==Paintball Guns==&lt;br /&gt;
A store display of paintball guns can be seen in the map &amp;quot;Rush&amp;quot; from the Vengeance DLC. The models shown are the [[Air Guns#Tippmann 98 Custom|Tippmann 98 Custom]], the Tippmann X7 X36 and probably a variant of the Dye Matrix. The map also has multiple images of a figure with what appears to be a fictional paintball TAR-21.&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:Blops2-Paintball.jpg|thumb|none|600px|The Tippmann X7 X36 guns are on the right, while the Dye Matrix-looking variants are at the bottom left.]]&lt;br /&gt;
&lt;br /&gt;
== Raytheon Silent Guardian ADS ==&lt;br /&gt;
&lt;br /&gt;
A futuristic man-portable version of Raytheon's now-cancelled Silent Guardian Active Denial System, called the &amp;quot;Guardian ADS,&amp;quot; can be chosen as a Scorestreak reward in multiplayer. It projects a microwave field which incapacitates and eventually kills any enemies who enter.&lt;br /&gt;
&lt;br /&gt;
[[Image:SilentGuardian.jpg|thumb|none|350px|Raytheon Silent Guardian Active Denial System]]&lt;br /&gt;
[[Image:Blops2-Guardian-1.jpg|thumb|none|600px|The player character in multiplayer looks over his Silent Guardian, glad technology has progressed to the point he does not have to haul a 10,000 pound transmitter and generator assembly around with it.]]&lt;br /&gt;
&lt;br /&gt;
== SDU-5/E Marker Distress Light ==&lt;br /&gt;
&lt;br /&gt;
While not actually a weapon at all, this portable IR strobe is used as a grenade in &amp;quot;Suffer With Me,&amp;quot; allowing fire to be called down from an orbiting AC-130 gunship. The version in the game is a retextured version of ''Black Ops''' &amp;quot;Tactical Insertion&amp;quot; device, swapping the incorrect olive drab colour scheme (which was the colour of the SDU-5/E's FG1C flash guard case, not the device itself) for a still-incorrect black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orange-beacon-2.jpg|thumb|none|400px|SDU-5/E Marker Distress Light]]&lt;br /&gt;
[[Image:Orange-beacon-3.JPG|thumb|none|400px|SDU-5/E Marker Distress Light in FG1C flash guard case]]&lt;br /&gt;
[[Image:Blops2-strobe-1.jpg|thumb|none|600px|As Woods encounters the SDU-5/E, Mason decides to be extremely rude to it. Note that it has the raised base of the flash guard case, but still has the switch and battery cover on the base of the device itself visible.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Titus 6&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A fictional weapon which resists conventional classification, the Titus-6 is a combination weapon combining a three-round burst explosive flechette launcher and a two-round burst shotgun. Visually the upper barrel and stock appear to be loosely based on a [[Steyr AUG A3]], with an underbarrel shotgun very slightly resembling an [[M26 MASS]] with the magazine slanted backwards.&lt;br /&gt;
&lt;br /&gt;
[[Image:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-Titus-2.jpg|thumb|none|600px|Section holds a &amp;quot;Titus-6&amp;quot; as he looks over a grounded drone helicopter. The scope is unfolded, indicating the weapon is in flechette mode.]]&lt;br /&gt;
[[Image:Blops2-Titus-3.jpg|thumb|none|600px|Reloading the Titus-6's flechette barrel. The tiny drum holds just three rounds and the weapon fires a three-round burst, meaning it must be reloaded every time it is fired. This is a slight clue that this is not a practical weapon system.]]&lt;br /&gt;
[[Image:Blops2-Titus-5.jpg|thumb|none|600px|Switching to the shotgun barrel changes the weapon's displayed name to &amp;quot;Titus-6 Buckshot,&amp;quot; folds down the reflex optic for no apparent reason, and prevents the use of the aim button.]]&lt;br /&gt;
[[Image:Blops2-Titus-4.jpg|thumb|none|600px|Reoading the Titus' lower barrel.]]&lt;br /&gt;
[[Image:Blops2-Titus-1.jpg|thumb|none|600px|Section looks at a Titus-6 on the ground; note the AUG-like upper body and stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_II&amp;diff=1303806</id>
		<title>Call of Duty: Black Ops II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_II&amp;diff=1303806"/>
		<updated>2019-10-28T16:10:08Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: Undo revision 1301655 by Wuzh (talk) No they don't, it's in this game too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops II&lt;br /&gt;
|picture = Black-ops2 Logo.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Treyarch&lt;br /&gt;
|publisher= Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 3&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Wii U&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops II''''' (also known as CoD:Blops 2) is the ninth installment in the ''Call of Duty'' series, and the third main entry in the ''Black Ops'' sub-franchise (the first being ''World at War''). Developed by Treyarch, with assistance from Sledgehammer Games and Raven Software, it was published by Activision in 2012 for the PC, PS3, Wii U and Xbox 360.&lt;br /&gt;
&lt;br /&gt;
The game features a singleplayer campaign, a multiplayer mode, and a co-op zombie mode. The singleplayer story continues from ''[[Call of Duty: Black Ops]]'' and is set over two time periods, the final years of the Cold War from 1986 to 1989, and the technologically advanced future of 2025, during a Second Cold War between the United States and China. The past era has CIA operative Alex Mason continuing his top-secret work for the United States, and witnessing the actions of the CIA inadvertently creating the powerful terrorist leader Raul Menendez. In the future era, Alex's son and Navy SEAL operative David &amp;quot;Section&amp;quot; Mason has to face Menedez as he now commands a global populist movement known as Cordis Die, which seeks to topple the world order so Menendez can extract his revenge on the United States. The multiplayer is entirely set in the future era, while Zombies is set in its own continuity that continues from the storyline set in ''Black Ops''.&lt;br /&gt;
&lt;br /&gt;
The first DLC pack, &amp;quot;Revolution,&amp;quot; was released on January 29th 2013 for Xbox 360 and February 28th for other formats, and included new maps and the &amp;quot;Peacekeeper&amp;quot; exclusive weapon. A second DLC, &amp;quot;Uprising,&amp;quot; was released on Xbox on April 16th 2013, with other formats following a month later. This release includes several new multiplayer maps and a new mobster-themed Zombies map &amp;quot;Mob of the Dead,&amp;quot; with player characters voiced by [[Ray Liotta]], [[Michael Madsen]], [[Chazz Palminteri]] and [[Joe Pantoliano]]. The third DLC, &amp;quot;Vengeance,&amp;quot; featured more multiplayer maps and an additional Zombies level, was released on XBox on July 2nd 2013, with other platform releases following on August 1st. The final DLC pack, &amp;quot;Apocalypse&amp;quot;, was released on Xbox Live on August 27th, 2013, featured a final set of multiplayer maps and a Zombies map &amp;quot;Origins&amp;quot; that details the first ever zombie outbreak of 1918 Northern France.&lt;br /&gt;
&lt;br /&gt;
A number of additional minor content packs have been released, consisting of new multiplayer weapon skins, reticle models and &amp;quot;Calling Card&amp;quot; icons.&lt;br /&gt;
&lt;br /&gt;
For purposes of this article, Alex Mason is referred to as &amp;quot;Mason&amp;quot; and David Mason as &amp;quot;Section.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are seen in the video game ''Call of Duty: Black Ops II'':'''&lt;br /&gt;
&lt;br /&gt;
'''Note: spoilers are present in some descriptions.'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
''Black Ops II'' uses the standard system of granting the player two &amp;quot;slots&amp;quot; for weapons; in the campaign this can be any two weapons. Unlike previous games, the game's single-player mode begins each mission with a multiplayer-like loadout screen where the player can choose the two weapons they will be equipped with and customize them, with new weapons and accessories unlocking as the game progresses. Special weapon crates are placed through the maps which contain copies of their chosen weapons, to ensure they do not run out of ammunition using a weapon that would not normally spawn in that mission.&lt;br /&gt;
&lt;br /&gt;
The game features an accessory system for customising weapons as before; in single-player, most weapons which allow accessories can have up to three. Weapons are divided into &amp;quot;past&amp;quot; weapons for the Cold War setting, and &amp;quot;future&amp;quot; weapons for the 2025 setting, each with their own accessories; on the first run through the game, the past weapons can be used in the future levels, but the future weapons cannot be used in the past. One possible &amp;quot;accessory&amp;quot; for a weapon is select-fire, allowing a weapon to toggle between automatic and either burst or semi-auto mode (but never both). Using the alternate fire mode generally changes the weapon's cyclic rate of fire.&lt;br /&gt;
&lt;br /&gt;
Another interesting accessory is &amp;quot;Fast Mags&amp;quot;, a combination of the &amp;quot;Sleight of Hand&amp;quot; perk from previous CoD games and the &amp;quot;Dual Mags&amp;quot; attachment from BO1. For most weapons, using Fast Mags grants double side-by-side magazines like the dual mags from BO1; unlike that game, however, reloads where the magazines are replaced entirely are also sped up, as they now use modified high-speed reload animations. Some weapons don't, and just feature the modified reload animations. The MP7, for example, has its charging handle racked during a normal empty reload, but reloading from empty while using Fast Mags will instead involve a tap of the bolt release.&lt;br /&gt;
&lt;br /&gt;
Weapons can also be customised with camouflage patterns; as well as the usual selection of patterns, these include licensed digital camo patterns from groups such as Kryptek.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the player characters start with an M1911 as their only weapon, and can purchase additional weapons using points gained by defeating enemies and repairing barricades. Weapons are bought from chalk outlines on the walls, and ammo can be purchased from the same locations afterwards, or randomly acquired from a &amp;quot;max ammo&amp;quot; pickup dropped by enemies. In addition, a &amp;quot;Mystery Box&amp;quot; can be used to spawn a random weapon, including a selection of weapons not normally found in the levels. Weapons can only be upgraded using the elusive &amp;quot;Pack-A-Punch&amp;quot; machines, which generally re-skin or alter the weapon's model and grant it a new name and improved abilities.&lt;br /&gt;
&lt;br /&gt;
= Pistols =&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;B23R&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional three-round burst-firing handgun called the &amp;quot;B23R&amp;quot; is available in the future levels. It appears to be intended as a &amp;quot;futurised&amp;quot; version of the [[Beretta 93R]] seen in previous ''Call of Duty'' games (and is referred to as such in the game files), but most of the weapon's actual design cues come from an Airsoft custom [[M1911]] pistol by WE Tech, called the &amp;quot;Hi-CAPA 5.1 Dragon A.&amp;quot; Strangely, though it has a modelled folding front grip, it cannot use a grip accessory and is never shown with the grip unfolded. In the ''Strike Team'' IOS spin-off, it is revealed that the B stands for &amp;quot;Beretta&amp;quot;, cementing its status as a successor to the 93R. A B23R with a tactical knife &amp;quot;attachment&amp;quot; (technically a misnomer, as the knife isn't actually attached to the pistol in any way) is the starting weapon in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:AIRSOFTWe-005gb 2.jpg|thumb|none|350px|'''Airsoft''' WE Tech Hi-CAPA 5.1 Dragon A]]&lt;br /&gt;
[[Image:Blops2-B23R-Model.jpg|thumb|none|350px|The in-game B23R model.]]&lt;br /&gt;
[[Image:Blops2-B23R-Menu.jpg|thumb|none|600px|&amp;quot;B23R&amp;quot; on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-B23-1.jpg|thumb|none|600px|Section reloads his B23R as he commences his assault on a disused set from ''Crysis''.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 92SB ==&lt;br /&gt;
&lt;br /&gt;
Soldiers can sometimes be seen with holstered [[Beretta 92SB]] handguns in the future levels, particularly Salazar who has two. This is odd, since the weapon is not available in gameplay and nobody ever uses one; when Salazar draws his pistol, it is an [[FN Five-seveN]]. Most likely a placeholder that was never replaced, seeing as the Five-seveN and the &amp;quot;KAP-40&amp;quot; have replaced the M9 as the standard service pistol of the American military.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92SB.jpg‎|thumb|none|350px|Beretta Model 92SB - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-Beretta-1.jpg‎|thumb|none|600px|Throughout the campaign, Salazar has two Berettas, one in his chest rig and another in his hip holster.]]&lt;br /&gt;
[[Image:Blops2-Beretta-2.jpg|thumb|none|600px|With everything going wrong, Section takes a closer look at Salazar's chest rig aboard the USS ''Barack Obama'' as he provides the understatement of the century.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power ==&lt;br /&gt;
&lt;br /&gt;
The [[Browning Hi-Power]] is first available in the first mission of the game, &amp;quot;Pyrrhic Victory&amp;quot;, where it is used by the MPLA. Mason uses one in the same mission to threaten Menendez, and later Woods uses one to shoot a Cuban soldier who ambushes Mason and Hudson. It appears to have the same stats as the FNP-45, which includes an incorrect 10-round magazine that increases to the correct 13 with the &amp;quot;Extended Clip&amp;quot;. There is a real Hi-Power variant with a 10-round magazine, that being the .40 S&amp;amp;W variant, but that variant would be anachronistic for the time period; .40 S&amp;amp;W was not designed until 1990, and Hi-Powers chambered for it were first marketed in 1994.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|350px|none|Classic Browning Hi-Power (Belgian Manufacture) - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-Browning-Menu.jpg|thumb|none|600px|Browning Hi-Power on the singleplayer weapon select menu; note the thicker and widely spaced slide serrations.]]&lt;br /&gt;
[[Image:Blops2-Browning-2.jpg|thumb|600px|none|Towards the end of &amp;quot;Pyrrhic Victory,&amp;quot; Mason, his radio-using plan having gone awry, takes a young Raul Menendez hostage with his Browning Hi-Power, which is strange considering Mason had an M1911A1 when he entered the shack.]]&lt;br /&gt;
[[Image:Blops2-Browning-1.jpg|thumb|600px|none|''&amp;quot;You can't kill me.&amp;quot;'' At the end of the same mission, a worse-for-wear Woods takes out a soldier with his own Hi-Power.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911 Variant ==&lt;br /&gt;
&lt;br /&gt;
Just like in the previous game, the [[M1911]] has a WW2 A1 slide and trigger and Colt Series 80 frame and hammer. It is available from the start of the game for campaign missions and is once more the starting weapon for Zombies. Nickel plated pistols are one of the common low-detail &amp;quot;holstered&amp;quot; pistols seen on NPC character models. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|350px|none|Standard Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Series80blued.jpg|thumb|none|350px|Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel plated M1911A1 pistol with brown grips - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-M1911-Menu.jpg|thumb|none|600px|M1911A1 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-M1911-1.jpg|thumb|600px|none|At the end of &amp;quot;Old Wounds,&amp;quot; THE NUMBERS return to haunt Mason as he fights his urge to execute the captive Kravchenko with his uncocked M1911A1 (despite Mason having previously pulled the slide) during an interrogation.]]&lt;br /&gt;
[[Image:Blops2-M1911-2.jpg|thumb|600px|none|In Zombies' Tranzit mode, player character Russman holds an M1911 as he looks over the bus which will be conveying him from one place full of zombies to another, pondering precisely how this activity improves his current situation.]]&lt;br /&gt;
&lt;br /&gt;
== FN Five-seveN ==&lt;br /&gt;
&lt;br /&gt;
The fixed sights USG [[FN Five-seveN]] is available in the future levels. While it is still held with one hand as in ''Modern Warfare 3'', it has its correct 20-round capacity for the most part. The model in game has green tritium-illuminated iron sights. In multiplayer it is able to kill an enemy with two hits, but only at point-blank to very close range. Oddly, though the Five-seveN has a capacity of 20 rounds in all modes, if dual Five-seveNs are picked up from the Mystery Box in Zombies mode they will have ''Modern Warfare 3's'' incorrect 15-round capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|350px|none|FN Five-seveN USG (US Government) model - 5.7x28mm]]&lt;br /&gt;
[[Image:Blops2-FiveseveN-Menu.jpg|thumb|none|600px|FN Five-seveN on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-FiveseveN-2.jpg|thumb|600px|none|In Zombies mode, Misty uses a pair of Five-seveNs to see off the marauding undead.]]&lt;br /&gt;
[[Image:Blops2-FiveseveN-1.jpg|thumb|600px|none|Section reloads his Five-seveN. While the modeled rounds in the magazine are a plus, the topmost one seems held in place more by faith than any aspect of the magazine's design.]]&lt;br /&gt;
&lt;br /&gt;
== FN FNP-45 Tactical ==&lt;br /&gt;
&lt;br /&gt;
Called the &amp;quot;Tac-45,&amp;quot; the [[FN FNP#FNP-45 Tactical|FN FNP-45 Tactical]] has a black slide and flat dark earth frame when no camo is applied, and is available in the future levels and in multiplayer from the beginning. It has an erroneous 10-round capacity by default, which becomes a still-too-low 13 rounds when the incorrectly-named &amp;quot;Extended Clip&amp;quot; is chosen; the real weapon's magazines hold 15 rounds. In multiplayer it features a longer two-hit kill range than the Five-SeveN, but much faster damage falloff after that range. In the game files, it is called the &amp;quot;FNP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-FNP45-Menu.jpg|thumb|none|600px|FNP-45 Tactical on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-FNP45-1.jpg|thumb|none|600px|Aided and abetted by his robotic pygmy elephant, Section advances down a flooded street in Pakistan, armed with an FNP-45 Tactical.]]&lt;br /&gt;
[[Image:Blops2-FNP45-2.jpg|thumb|none|600px|Much wading later he finds himself near the end of his journey, and celebrates by reloading. This FNP-45 Tactical has a laser pointer, reflex sight and a &amp;quot;long barrel,&amp;quot; which uses futuristic technology to be completely invisible on all but two of the guns it is available on.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch USP45 ==&lt;br /&gt;
&lt;br /&gt;
Similarly to the Beretta 92SB, the [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP45]] is not a usable weapon, only seen holstered on the character models of mercenary enemies in the future levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK-USP.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP45 - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-USP-1.jpg|thumb|none|600px|Section finds himself unduly fascinated by a dead mercenary's holstered USP45.]]&lt;br /&gt;
&lt;br /&gt;
== M8 Flare Pistol ==&lt;br /&gt;
&lt;br /&gt;
A PDF soldier at the start of &amp;quot;Suffer With Me&amp;quot; fires an [[M8 flare pistol]] as Woods and Mason attempt to pass his checkpoint. The pistol is only seen at long range, as it vanishes when the soldier is killed.&lt;br /&gt;
&lt;br /&gt;
[[Image:M8FlarePistol.jpg|thumb|none|350px|M8 Flare Pistol - 37mm]]&lt;br /&gt;
[[Image:Blops2-Flaregun-Model.jpg|thumb|none|250px|The in-game M8 Flare Pistol model.]]&lt;br /&gt;
[[Image:Blops2-Flaregun-1.jpg|thumb|none|600px|Following Woods and Mason completely failing at anything resembling stealth, the PDF soldier raises his flaregun. At full size, the distinctive twin hooked projections of the M8, the mount latch and breech lock, are clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
== Makarov PM ==&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PM]] returns from ''Black Ops'' and is available starting with the mission &amp;quot;Old Wounds.&amp;quot; The weapon has a new reload animation, where the user grabs a new magazine and apparently ''slaps'' the heel-mounted magazine release to drop out the old magazine. As it is the same model from ''Black Ops'', it is still modeled with an incorrect adjustable rear sight which is only available on the civilian version.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 - 9x18mm Makarov. It is a US market import model of the Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Blops2-Makarov-Menu.jpg|thumb|none|600px|Makarov PM on the singleplayer weapon select menu; note the adjustable rear sight.]]&lt;br /&gt;
[[Image:Blops2-Makarov-1.jpg|thumb|none|600px|Mason holds a suppressed Makarov PM in &amp;quot;Pyrrhic Victory&amp;quot; as he admires one of Savimbi's Eland armoured cars.]]&lt;br /&gt;
[[Image:Blops2-Makarov-2.jpg|thumb|none|600px|Empty-reloading his Makarov, he discovers that wartime shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
&lt;br /&gt;
== Mauser M712 Schnellfeuer ==&lt;br /&gt;
&lt;br /&gt;
The [[Mauser M712 Schnellfeuer]] with various retro-futuristic embellishments appears as the starting pistol in the Zombies map &amp;quot;Origins&amp;quot; from the &amp;quot;Apocalypse&amp;quot; DLC. It is incorrectly called &amp;quot;Mauser C96&amp;quot; in-game, which is the variant that uses stripper clips, unlike the M712, which uses box magazines. While it does not have a standard M712 fire selector, it does have a switch at the same location which presumably has the same function. Except it apparently doesn't, as the in-game weapon is semi-auto only. It has an incorrect magazine capacity of 8 rounds instead of 10 or 20 (the weapon model shows a 20-round magazine).&lt;br /&gt;
&lt;br /&gt;
Its upgraded form is called the &amp;quot;Boomhilda&amp;quot; and sports a suppressor and scope and fires lasers, likely a reference to Han Solo's C96-based gun from ''[[Star Wars: The Original Trilogy|Star Wars]]''. A piece of official artwork suggests one of the in-game characters developed this variant of the Mauser and called it the &amp;quot;CXS.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Blops2 Mauser.jpg|thumb|none|600px|Takeo aiming his M712.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Kard ==&lt;br /&gt;
&lt;br /&gt;
The [[TDI Kard]] is available as the &amp;quot;KAP-40&amp;quot; (a name presumably standing either for &amp;quot;Kriss Automatic Pistol&amp;quot; or &amp;quot;Kard Automatic Pistol&amp;quot;); it incorrectly fires fully-automatic, despite the real weapon being semi-automatic. It is very common and appears to be a standard handgun for the United States military in 2025, and is also used by LAPD officers; the latter only use it in semi-auto, and their reloading animation shows them pulling on a slide the weapon does not actually have. Despite the weapon's name implying it being chambered for .40 S&amp;amp;W, the weapon's markings display its chambering as .45 ACP. A pair of &amp;quot;KAP-40&amp;quot;s make up the second weapon tier in Gun Game. In game files, it was called the 'KARD'.&lt;br /&gt;
&lt;br /&gt;
[[Image:KRISS KARD.jpg|thumb|none|400px|TDI Kard Prototype - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-Kard-Menu.jpg|thumb|none|600px|TDI Kard on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Kard-1.jpg|thumb|none|600px|Section reloads a suppressed TDI Kard with a laser pointer and reflex sight. Note that a fire selector and, bizarrely, a bolt release from a TDI Vector have been added.]]&lt;br /&gt;
&lt;br /&gt;
= Revolvers =&lt;br /&gt;
&lt;br /&gt;
== Bruni Olympic 6 ==&lt;br /&gt;
&lt;br /&gt;
During the introduction to &amp;quot;Old Wounds&amp;quot; as Salazar is explaining Menendez's rise to power, a live-action sequence shows an actor playing a young Menendez drawing a [[Bruni Olympic 6]] blank-fire revolver from his waistband and &amp;quot;shooting&amp;quot; a rival in both legs with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Olympic6 2.jpg|350px|thumb|none|Bruni Olympic 6 with wooden grips - .22 blanks]]&lt;br /&gt;
[[Image:Blops2-Oldwoundsrevolver-1.jpg|thumb|none|600px|Young Menendez reaches for his Bruni Olympic 6...]]&lt;br /&gt;
[[Image:Blops2-Oldwoundsrevolver-2.jpg|thumb|none|600px|...and shoots the man responsible for smuggling cable spools and shipping containers into every FPS ever.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The [[Colt Python]] returns from ''Black Ops'' in Zombies mode, and is seen in Jonas Savimbi's holster in &amp;quot;Pyrrhic Victory,&amp;quot; though it is never available either in the singleplayer campaign or from the loadout screen. Like in the first Black Ops, when reloading, the player character holds it muzzle up and dumps rounds instead of using the ejector rod, and ejects the entire contents of the cylinder, but only inserts as many rounds (one-at-a-time) as would be needed to replace those actually fired. The snub-nose Python model from ''Black Ops'' is used in the introduction for the &amp;quot;Mob of the Dead&amp;quot; DLC Zombies map, but does not actually appear in the map itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[Image:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Blops2-Python-1.jpg|thumb|600px|none|A Colt Python is visible in Jonas Savimbi's holster as he commands his UNITA troops forward.]]&lt;br /&gt;
[[Image:Blops2-Python-2.jpg|thumb|600px|none|Russman holds a Colt Python in Zombies mode as the survivors turn the power back on.]]&lt;br /&gt;
[[Image:Blops2-ColtPython-3.jpg|thumb|600px|none|The survivors in the introduction to &amp;quot;Mob of the Dead&amp;quot; open fire with their snub-nose Colt Pythons, apparently from the warden's private collection. Given this collection was of four identical guns, it can be surmised that the warden was not very good at collecting things.]]&lt;br /&gt;
&lt;br /&gt;
== Generic Revolver ==&lt;br /&gt;
&lt;br /&gt;
Low-detail revolvers somewhat resembling the [[Smith &amp;amp; Wesson Model 10]] are seen on character models for cartel thugs in &amp;quot;Time and Fate&amp;quot; and baseball bat wielding Dignity Battalion members in &amp;quot;Suffer With Me.&amp;quot; The models appear to be taken from a much older game, and lack any real identifying features, or even triggers. Like almost all sidearms and grenades on character models, these enemies will never attempt to use their revolvers.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W Model M&amp;amp;P.jpg|thumb|350px|none|Smith &amp;amp; Wesson Model M&amp;amp;P Revolver with 5&amp;quot; Barrel - .38 Special]]&lt;br /&gt;
[[Image:Blops2-Revolver-2.jpg|thumb|none|600px|Mason looks down at a drug cartel thug (not to be confused for a thug cartel drug) and admires his low-detail revolver.]]&lt;br /&gt;
[[Image:Blops2-Revolver-1.jpg|thumb|none|600px|Following a failed attempt by Dignity Battalion to give Woods a suspiciously undignified death-by-baseball-bat, he takes a moment to look over their sidearms, figuring they must have mistaken him for whoever sold them revolvers with no triggers.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 1858 New Army ==&lt;br /&gt;
The [[Remington 1858 New Army]] appears in the Zombies map &amp;quot;Buried&amp;quot; from the &amp;quot;Vengeance&amp;quot; DLC. It incorrectly operates in double-action mode instead of single-action. It otherwise functions like the Colt Python from previous maps, but with the ability to reload all its rounds at once (by swapping out cylinders). It also appears in the intro video of &amp;quot;Origins&amp;quot;, but is not in the map itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington1858-1.jpg|thumb|none|400px|Remington 1858 New Army - .44 caliber.]]&lt;br /&gt;
[[Image:Blops2-R1858.jpg|thumb|none|601px|Russman about to fire the Remington.]]&lt;br /&gt;
&lt;br /&gt;
== Taurus Raging Judge ==&lt;br /&gt;
&lt;br /&gt;
A [[Taurus Raging Judge]] is Menendez's signature weapon during the game's campaign, and is called the &amp;quot;Executioner,&amp;quot; though the game files use the weapon's real name. Judging by the cylinder it appears to be the cancelled 28-gauge XXVIII model. It exclusively fires shotgun shells, and can be unlocked for the campaign by completing 5 challenges in &amp;quot;Celerium.&amp;quot; Like the Python, the default reload animation is extremely bizarre; the player character ejects the entire contents of the cylinder, but only inserts as many rounds as would be needed to replace those actually fired. The reloading animation is a loop showing the cartridges being placed into the same chamber of an empty cylinder, which magically becomes completely full when it is snapped closed, though this can only be seen by changing the FOV on PC. Using the Fast Mags attachment uses a speedloader instead (the model being based on a 5 Star .410 bore Taurus Judge speedloader upscaled to 28 gauge), reloading the entire cylinder at once. A Raging Judge with a laser pointer serves as the 3rd weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
The Raging Judge is one of only two weapons to change visually when the &amp;quot;long barrel&amp;quot; attachment is used (the other is the Beretta Model 682), and the first revolver in any ''Call of Duty'' game able to accept a suppressor (followed by the Raging Bull in ''Call of Duty: Ghosts'', the &amp;quot;Hailstorm&amp;quot; in ''Call of Duty: Infinite Warfare'' and the Taurus Model 44 in ''Call of Duty: Modern Warfare Remastered''). The suppressor would be pointless in practice, since the Judge, like most revolvers, does not have a gas-tight seal between the chamber and the barrel.&lt;br /&gt;
&lt;br /&gt;
[[Image:Taurus Raging Judge XXVII.jpg|thumb|400px|none|Taurus Raging Judge XXVIII - 28 gauge]]&lt;br /&gt;
[[Image:Blops2-Judge-Menu.jpg|thumb|none|600px|Taurus Raging Judge on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Judge-1.jpg|thumb|600px|none|During a brief sequence from Menendez's perspective, the villain holds his Raging Judge on a hostage.]]&lt;br /&gt;
[[Image:Blops2-Judge-2.jpg|thumb|600px|none|After the campaign has been completed once, the loadout screen unlocks completely, allowing future weapons to be used in the past. Here Mason holds a Taurus Judge equipped with a reflex optic and laser sight as the Soviet army decides there are not enough explosions in his immediate vicinity.]]&lt;br /&gt;
[[Image:Blops2-Judge-3.jpg|thumb|600px|none|Reloading the Judge shows the words &amp;quot;ANGER MANAGEMENT&amp;quot; printed backwards on the 28-gauge shotshells. Note also the &amp;quot;long barrel&amp;quot; attachment, with three vents in the rib...]]&lt;br /&gt;
[[Image:Blops2-Judge-6.jpg|thumb|600px|none|...as opposed to the standard barrel, which only has two. Here Mason has decided to fit his Raging Judge with a suppressor to make it even more improbable.]]&lt;br /&gt;
[[Image:Blops2-Judge-4.jpg|thumb|600px|none|The chambers remain visibly empty as Mason reloads...]]&lt;br /&gt;
[[Image:Blops2-Judge-5.jpg|thumb|600px|none|...until it is time to swing the cylinder back into position, and all the shells appear from the ether.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] is available in the 2025 missions, and is used by PMC troops, primarily in the first 2025 level &amp;quot;Celerium.&amp;quot; It has the highest rate of fire of any submachine gun in the game. A Scorpion Evo 3 A1 with an attached laser pointer is the 7th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|400px|none|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-Skorpion-Menu.jpg|thumb|600px|none|CZ Scorpion Evo 3 A1 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Scorpion-1.jpg|thumb|600px|none|Section holds a CZ Scorpion Evo 3 A1 he rescued from a horrifying attempt at applying camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A3 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] is available in the single-player campaign and in Zombies mode. It is used by PDF troops during &amp;quot;Time and Fate&amp;quot;, available in the player's loadout from the beginning and is the recommended primary weapon for &amp;quot;Suffer With Me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-MP5-Menu.jpg|thumb|600px|none|MP5A3 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-MP5-1.jpg|thumb|none|600px|Holding a hideous gold-plated abomination of an MP5, Mason is thankful that his allies have more taste than he has. Note the Aimpoint Electronic red dot sight returning from the first Black Ops which, considering the 1980s setting, this time is not anachronistic.]]&lt;br /&gt;
[[Image:Blops2-MP5-4.jpg|thumb|none|600px|The draw animation shows the stock being extended if it has a &amp;quot;grip&amp;quot; attachment. When it doesn't, the player character performs an HK slap.]]&lt;br /&gt;
[[Image:Blops2-MP5-2.jpg|thumb|none|600px|Having been justly beaten for his crimes, he holds a normal one during &amp;quot;Time and Fate.&amp;quot; Note the fire selector is of the wrong type for an SEF trigger group and is pointed in completely the wrong direction; this appears to be a remodeled version of the ''Call of Duty 4'' MP5.]]&lt;br /&gt;
[[Image:Blops2-MP5-3.jpg|thumb|none|600px|Reloading the MP5A3 shows the top of the magazine to be completely solid.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5SD3 ==&lt;br /&gt;
&lt;br /&gt;
If fitted with a suppressor, the MP5A3, rather than mounting a standard MP5 suppressor, actually becomes an [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5SD|MP5SD3]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-MP5SD-1.jpg|thumb|none|600px|Woods guns down a PDF soldier with his MP5SD3 during the US invasion of Panama in &amp;quot;Suffer With Me.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-MP5SD-2.jpg|thumb|none|600px|Reloading the MP5SD3 shows it is basically the same model as the MP5A3, including having the fire selector pointed to &amp;quot;this model originally had a Navy trigger group&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is used by soldiers in &amp;quot;Achilles' Veil.&amp;quot; Unlike in ''Modern Warfare 3'', its foregrip is folded by default; the Foregrip attachment unfolds it.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:Blops2-MP7-Menu.jpg|thumb|600px|none|MP7A1 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-MP7-2.jpg|thumb|600px|none|A rare sight of Section in third person partway through &amp;quot;Achilles' Veil&amp;quot; from Farid's perspective. Though he is armed with an MP7A1 here, when control passes to him he will end up with whatever Farid was carrying; the MP7 is not actually available for the player's loadout until ''after'' this mission.]]&lt;br /&gt;
[[Image:Blops2-MP7-3.jpg|thumb|600px|none|The player character in multiplayer holds an MP7A1 as he examines a 12-tube RBU-6000 &amp;quot;Smerch-2&amp;quot; ASW / anti-torpedo rocket launcher on a Chinese carrier, setting for the imaginatively-named map &amp;quot;Carrier.&amp;quot; The actual ''Liaoning'' mounts two of a Chinese-produced copy of the RBU-6000 for torpedo defence (as opposed to the single 10-tube UDAV-1 launcher of a baseline ''Kuznetsov''-class), though they are on the rear hull sponsons below the level of the main deck rather than up on the superstructure.]]&lt;br /&gt;
[[Image:Blops2-MP7-1.jpg|thumb|600px|none|Farid reloads his own MP7A1; note that unlike ''Modern Warfare 3'' where the top of the magazine was completely solid, a bullet is visible and the magazine has actual feed lips. However, the base of the grip still has the stop tab and base of a 20-round magazine modeled as part of it.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
&lt;br /&gt;
The [[Uzi]] is used by cartel and PDF troops in Nicaragua in &amp;quot;Time and Fate&amp;quot;. If fitted with a grip attachment, the weapon will visibly gain a stock, which is unfolded during the weapon's draw animation. Without that attachment, the charging handle is pulled instead, with a right-side view of the weapon showing that it incorrectly fires from a closed bolt instead of an open one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|400px|none|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-Uzi-Menu.jpg|thumb|600px|none|Uzi on the singleplayer weapon select menu. While this icon shows it with the stock, the Uzi in-game only gains one (unfolded) with the Grip attachment.]]&lt;br /&gt;
[[Image:Blops2-Uzi-1.jpg|thumb|600px|none|Mason uses THE NUMBERS to determine that the &amp;quot;grip&amp;quot; accessory on this Uzi is a rare shoulder-grip and unfolds it as he draws it. Note this is apparently an &amp;quot;IZI&amp;quot; SMG, and quite clearly based on a civilian non-NFA weapon since it has the words &amp;quot;semi auto&amp;quot; printed on the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe JS 9mm==&lt;br /&gt;
&lt;br /&gt;
A modified [[QCW-05#Jianshe JS 9mm|Jianshe JS 9mm]] is called the &amp;quot;Chicom CQB&amp;quot;. By default, it is equipped with a carry handle iron sight with a built-in, unusable tactical light similar to the one on the [[Magpul FMG-9]] in ''Modern Warfare 3''. The carrying handle is removed when alternate sights are used.&lt;br /&gt;
&lt;br /&gt;
It is erroneously fires in three-round bursts by default (at a very high fire rate of 1250 RPM, equal to that of the Skorpion Evo 3's full-auto rate), though the correct fully-automatic mode is used with the &amp;quot;Select Fire&amp;quot; attachment. It defaults to automatic fire in singleplayer, but is burst-fire by default in multiplayer and Zombies mode. A JS 9mm with a reflex sight is the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:JS05.jpg|thumb|400px|none|Jianshe JS - 9x19mm]]&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|400px|Magpul FMG-9 in open form - 9x19mm. Note carry handle with tactical light.]]&lt;br /&gt;
[[Image:Blops2-Type5-Menu.jpg|thumb|600px|none|JS 9mm on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Type5-1.jpg|thumb|none|600px|Infiltrating a high-tech secret facility, Section pauses to fire his JS 9mm at a particularly vicious looking desk.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] returns from the previous games, appearing in the Zombies map &amp;quot;Origins&amp;quot; from the &amp;quot;Apocalypse&amp;quot; DLC with slightly more ammo and rate of fire with an inflated price of 1300, though a special version with the &amp;quot;Adjustable Stock&amp;quot; can be found in the Mystery Box. The model appears to be re-used from Call of Duty 3 over the model seen in World at War and Black Ops I.&lt;br /&gt;
[[Image:MP40.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[Image:Blops2-MP40.jpg|thumb|none|600px|The MP40 in first person. As in ''World at War'' and ''Black Ops'', the character grips it by the magazine well.]]&lt;br /&gt;
&lt;br /&gt;
== MSMC ==&lt;br /&gt;
&lt;br /&gt;
The [[Modern Sub Machine Carbine]] is used by Cordis Die mercenaries, and is particularly common in the mission &amp;quot;Fallen Angel.&amp;quot; In multiplayer it does the most damage at close range of any weapon in its class; it and the PDW-57 are the only SMGs capable of a 3-hit kill at close range. This power comes at the cost of a low rate of fire and small magazine. An MSMC fitted with a foregrip is used as the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:MSMC SMG.jpg|thumb|400px|none|Modern Sub Machine Carbine - 5.56×30mm MINSAS]]&lt;br /&gt;
[[Image:Blops2-MSMC-Menu.jpg|thumb|600px|none|MSMC on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-MSMC-1.jpg|thumb|none|600px|Mason fires an MSMC with tigerstripe camo at the start of &amp;quot;Old Wounds.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-MSMC-2.jpg|thumb|none|600px|In a more appropriate time period, Section reloads his own MSMC, fitted with the &amp;quot;Millimetre Scanner&amp;quot; (&amp;quot;MMS&amp;quot;) and the Foregrip attachment, a Magpul Rail Vertical Grip.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;PDW-57&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This fictional submachine gun bears a strong resemblance to the [[FN P90 TR]], and is probably intended to represent a &amp;quot;futurised&amp;quot; version of it. It uses a very similar polycarbonate box magazine, but rather than being inserted from the top of the weapon it pivots at the front and swings out the the left-hand side. It has a Spider's Tactical Barking Spider 2 muzzle brake. Unlike the P90, the PDW-57 has a rather restrained rate of fire. Like the MSMC, in multiplayer it features high power offset by a low rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[Image:P90 Magazine.jpg|thumb|none|400px|P90 magazine, showing the spiral feed ramp.]]&lt;br /&gt;
[[Image:Blops2-PDW-Menu.jpg|thumb|600px|none|&amp;quot;PDW-57&amp;quot; on the singleplayer weapon select menu. Note the Spider's Tactical Barking Spider 2 muzzle brake.]]&lt;br /&gt;
[[Image:Blops2-PDW-1.jpg|thumb|none|600px|Section reloads his PDW-57. Note the bases of rounds in the polycarbonate magazine are shown on both sides, indicating some magical double-sided multi-round feed ramp is in use.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Peacekeeper&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Peacekeeper&amp;quot; SMG is a fictional weapon exclusive to the &amp;quot;Revolution&amp;quot; DLC, and can only be used in multiplayer. It appears to take some design cues from the [[AAC Honey Badger]], and is equipped with an angled front grip and a tiny, rather useless-looking side-folding stock. The markings on the weapon state that it fires the FN Herstal 5.7x28mm round, meaning it is either an SMG patterned after a carbine rifle, or is the SMG variant of an assault rifle like the [[Colt 9mm SMG]]; in any case, it is presented as a submachine gun with accuracy and range closer to the larger assault rifles.&lt;br /&gt;
&lt;br /&gt;
[[Image:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger with magazine removed - 7.62x35mm]]&lt;br /&gt;
[[Image:Peacekeeper.jpg|thumb|none|600px|&amp;quot;Peacekeeper&amp;quot; compact carbine pre-release image. Note that bad old habits had apparently returned and the safety is on.]]&lt;br /&gt;
[[Image:Blops2-Peacekeeper-HUD.jpg|thumb|none|600px|Final model of the &amp;quot;Peacekeeper.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-Peacekeeper-1.jpg|thumb|none|600px|The player character in multiplayer looks out over the dam in the ''Revolution'' DLC map Hydro, holding his Peacekeeper SMG. Note the &amp;quot;Sea Air Land&amp;quot; on the receiver; seemingly this weapon is supposed to have been adopted by the US Navy SEALs.]]&lt;br /&gt;
[[Image:Blops2-Peacekeeper-2.jpg|thumb|none|600px|Reloading an EoTech-equipped Peacekeeper; note that a round is visible in the top of the new magazine and the iron sights are folded down rather than tossed off the dam with the presence of an alternate optic. Since the early image shown above, some improvements have been made; the markings on the fire selector now show the selector position is not &amp;quot;safe,&amp;quot; and the previously flimsy-looking angled foregrip is now attached to the handguard properly rather than only at the front.]]&lt;br /&gt;
[[Image:Blops2-Peacekeeper-3.jpg|thumb|none|600px|A foregrip attachment changes the default angled foregrip to a vertical version, showing the weapon has an underbarrel rail. Even throwing money at the player character does not stop him noticing that the &amp;quot;fast mag&amp;quot; dual magazine model is empty, however.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Vector K10&amp;quot; in the game is actually a standard [[TDI Vector]]; while the name implies it is a KRISS K10, it does not have the detachable magazine well or diagonal reversible charging handle of the K10 model, though it does have the correct extended barrel for that version.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|400px|none|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:K102.jpg|thumb|400px|none|KRISS K10 - .45 ACP / 9x19mm Para / .40 S&amp;amp;W. Note differences in the magazine well, flat-sided upper and lack of pins.]]&lt;br /&gt;
[[Image:Blops2-Vector-Menu.jpg|thumb|600px|none|TDI Vector on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Vector-1.jpg|thumb|600px|none|Section holds a TDI Vector equipped with a reflex sight as he makes his way through the important Wooden Crate Storage Area of the USS ''Obama''.]]&lt;br /&gt;
[[Image:Blops2-Vector-2.jpg|thumb|600px|none|Reloading the Vector; &amp;quot;.45 ACP&amp;quot; can be seen just under the ammo counter, while at the muzzle is the trademark of totally-not-made-up gun company &amp;quot;Buster Arms.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Thompson M1921AC ==&lt;br /&gt;
&lt;br /&gt;
A [[Thompson M1921AC]] is introduced in the &amp;quot;Mob of the Dead&amp;quot; Zombies map for the Uprising DLC, and can be found on the wall in the dock area of that map, later found in the Mystery Box in Origins. The game calls it the &amp;quot;M1927,&amp;quot; clearly intending it to be an M1927 rebuilt with an M1921 full-auto trigger group, but since the in-game weapon's receiver markings identify it as a Colt-produced M1921 there is no visual reason to say it is not one. It also incorrectly depicted as a closed bolt weapon, and is cocked after an empty reload, which wouldn't be really necessary since real Thompson submachine guns have an automatic bolt hold-open. Being in a gangster-based level, it is unsurprisingly equipped with a 50-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1921Thompson.jpg|400px|thumb|none|Colt M1921AC Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Blops2-M1921-Model.jpg|thumb|none|400px|The in-game M1921AC model.]]&lt;br /&gt;
[[Image:Blops2-M1921-1.jpg|thumb|none|600px|Sal holds an M1921AC in Mob of the Dead as he witnesses the birth of the dreaded overacting zombie.]]&lt;br /&gt;
[[Image:Blops2-M1921-2.jpg|thumb|none|600px|Partway through a reload, it is possible to make out the lettering on the weapon's side; aside from the weapon having no serial number, the only change is that &amp;quot;COLT&amp;quot; is changed to &amp;quot;CTFA.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-M1921-3.jpg|thumb|none|600px|Realising there are plenty more zombie wise guys who need icing, Sal quickly fetches another drum for his heater. The precise method of icing someone with a heater is a closely guarded secret of gangster physics.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
== Beretta Model 682 Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The [[Beretta 682]] returns from the first ''Black Ops'' in campaign and Zombies mode, once again named after the Rottweil Olympia Over / Under 72 shotgun. It is never found during the campaign, but can be selected from the loadout screen. It is the second weapon which changes visually when a &amp;quot;Long Barrel&amp;quot; Attachment is used; by default it has a shorter barrel than in ''Black Ops'' with only five vents in the barrel rib, while the Long Barrel has the same seven-vent rib as the ''Black Ops'' model. Strangely, all Beretta 682s in Zombies mode use the longer barrel, despite having the weapon's unmodified stats.&lt;br /&gt;
&lt;br /&gt;
[[Image:BM682.jpg|thumb|none|400px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:Olympia72.jpg|thumb|none|400px|An actual Rottweil Skeet Olympia 72 - 12 gauge, for comparison]]&lt;br /&gt;
[[Image:Blops2-BerettaShotgun-Menu.jpg|thumb|none|600px|Beretta Model 682 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-BerettaShotgun-1.jpg|thumb|none|600px|In Zombies mode, Russman holds a Beretta Model 682 as he fends of the aforementioned undead.]]&lt;br /&gt;
[[Image:Blops2-BerettaShotgun-2.jpg|thumb|none|600px|Quickly discovering two rounds is ''never'' enough, he breaks his shotgun open to reload, ejecting the spent shells. Note the text on the shell indicates it is using &amp;quot;Spicy&amp;quot; 3-inch shotshells.]]&lt;br /&gt;
[[Image:Blops2-BerettaShotgun-3.jpg|thumb|none|600px|Aiming down the front sight bead.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Blundergat&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
An extremely powerful and ridiculously baroque shotgun called the &amp;quot;Blundergat&amp;quot; is a secret weapon in the &amp;quot;Mob of the Dead&amp;quot; DLC, accessible from the Mystery Box or via a convoluted method involving a series of hidden triggers which make it appear on the Warden's desk. It appears to be based very loosely on the model for the Beretta 682, but features four barrels with double hammers on each side. It is still a break-open weapon, the normally offset barrels tilting into line and a four-round speedloader being used to reload all four barrels together. The gun can also be modified beyond the standard Pack-a-Punch by building a machine to transform it into the &amp;quot;Acid Gat&amp;quot;. The Acid Gat has glowing green barrels that split near the end and fires a 3-round salvo of acidic capsules.&lt;br /&gt;
&lt;br /&gt;
[[Image:BM682.jpg|thumb|none|400px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-Blundergat-Menu-Icon.jpg|thumb|none|400px|The &amp;quot;Blundergat&amp;quot; in the game.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-1.jpg|thumb|none|600px|Billy holds the &amp;quot;Blundergat&amp;quot; as he wonders when he accidentally started playing ''Painkiller''.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-2.jpg|thumb|none|600px|Weasel reloads his &amp;quot;Blundergat;&amp;quot; note the rear sections of the barrels falling away, these are actually part of the speedloader.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-3.jpg|thumb|none|600px|With the lower barrels swung into line with the upper ones, he then brings in a new speedloader. The casings for this weapon appear to be combustable, since they are not present when it is reloaded.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-4.jpg|thumb|none|600px|The rear part of the speedloader is then detached, leaving the shells and their covers in place.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-5.jpg|thumb|none|600px|As the undead continue with their usual antisocial activities, Weasel gives the incredibly pointy iron sights a try.]]&lt;br /&gt;
[[Image:Blops2-Blundergat-6.jpg|thumb|none|600px|As the survivors duel over who can acquire the silliest weapon, Weasel shows off his Blundergat, Finn admiring the impressively ridiculous trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[SPAS-12]] is used by the Panama Defense Force during the raid in &amp;quot;Time And Fate.&amp;quot; Manuel Noriega and Raul Menendez both use it in the 1980s missions. The weapon's stock is unfolded in its menu image, absent in the viewmodel, and folded on the worldmodel. The weapon functions in semi-automatic mode with the forend in its proper forward position, but the player character will always incorrectly rack it at the end of a reload; this shouldn't be possible, because the forend is locked into this position when the weapon is set to semi-automatic. When used by Raul Menedez at the end of &amp;quot;Suffer With Me&amp;quot;, the stock is unfolded and he uses it in pump-action with the forend in the rearward position.&lt;br /&gt;
&lt;br /&gt;
Of note is that during the brief section of &amp;quot;Time and Fate&amp;quot; where Menendez is the playable character, his SPAS-12 has a double capacity of 16 shells instead of the usual 8. Furthermore, if he fires 4 or more shells, he will reload the SPAS by flipping it off-screen and back on, the entire process taking roughly one second.&lt;br /&gt;
&lt;br /&gt;
[[Image:FSpas12orign.jpg‎|thumb|none|400px|Franchi SPAS-12 combat shotgun with stock removed – 12 gauge]]&lt;br /&gt;
[[Image:Blops2-SPAS-1.jpg|thumb|none|600px|At the end of the past mission arc, Menendez is seen with a SPAS-12 with a full, unfolded stock.]]&lt;br /&gt;
[[Image:Blops2-SPAS-4.jpg|thumb|none|600px|Earlier, during the first part of &amp;quot;Time and Fate&amp;quot; when Menendez is the player character, the starting weapon is a SPAS-12. Menendez largely alternates between this and hitting people with a machete while shouting &amp;quot;arrrrgh!&amp;quot;, and after firing beyond 3 shells he can reload the SPAS almost instantaneously, apparently just by being really angry at it.]]&lt;br /&gt;
[[Image:Blops2-SPAS-2.jpg|thumb|none|600px|Woods holds a SPAS-12 with tiger-stripe camo during &amp;quot;Suffer With Me&amp;quot;, as an MH-6 &amp;quot;Little Bird&amp;quot; lends him a helping hand.]]&lt;br /&gt;
[[Image:Blops2-SPAS-3.jpg|thumb|none|600px|Having carelessly dropped his SPAS on the ground, Woods looks down at it and wonders why he can't see the stock when he is holding it.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
&lt;br /&gt;
The [[Kel-Tec KSG]] is seen in the hands of LAPD officers in &amp;quot;Cordis Die&amp;quot; and is found in the armoury of the USS ''Barack Obama''. Like in ''Modern Warfare 3'', the playable character loads all the shells into only one magazine tube; now however, if the &amp;quot;Fast Mag&amp;quot; attachment is chosen, shells are inserted into both magazine tubes, increasing ammo count 2 shells per animation loop instead of 1. There is still no animation for switching the tube selector and so the weapon would only really be able to fire seven rounds from one tube. The KSG fires buckshot in the campaign, and slugs in multiplayer and Zombies. Weirdly enough, green shells are inserted during a reload, but the weapon ejects red ones when firing. A KSG with the &amp;quot;Quickdraw&amp;quot; attachment appears as the 4th tier weapon in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|400px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-KSG-1.jpg|thumb|none|600px|Section holds a KSG equipped with a suppressor as he makes his way aboard a massive floating city called Colossus.]]&lt;br /&gt;
[[Image:Blops2-KSG-2.jpg|thumb|none|600px|Reloading the KSG; now done two at a time, so only half of the weapon's operation is impossible!]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
&lt;br /&gt;
A custom tactical configuration of the [[Remington Model 870]] is referred to as the &amp;quot;R870 MCS&amp;quot; in singleplayer and &amp;quot;Remington 870 MCS&amp;quot; in multiplayer, and is shown with a RIS mount on the receiver which includes aftermarket sights and a spare shell holder on the left and a two-round one on the right. it also sports a Surefire weaponlight forend, an M4-type stock with a Magpul-style pistol grip, and a stand-off muzzle device for breaching purposes. It is not actually an MCS model as it does not have any of features of the 870 MCS, mainly its distinctive forend. &lt;br /&gt;
&lt;br /&gt;
With the &amp;quot;Fast Mags&amp;quot; attachment, the user shoves in two shells per motion when reloading, doubling the reload speed.&lt;br /&gt;
[[Image:Rem870M4.jpg|thumb|none|400px|Remington 870 fitted with a pistol grip, Surefire weaponlight forend, and M4-type stock - 12 gauge]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|400px|An actual Remington 870 MCS for comparison - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-870MCS-1.jpg|thumb|none|600px|Section holds a custom Remington 870 as he gets ready to repel a PMC attack on the USS ''Barack Obama''. Note that the two green shells are labelled as door-breaching rounds and are upside-down; this is sometimes done by real-life tactical shotgun users to identify special rounds.]]&lt;br /&gt;
&lt;br /&gt;
== Saiga 12K ==&lt;br /&gt;
&lt;br /&gt;
The [[Saiga 12|Saiga 12K]] is available from the beginning for 2025 missions. It is modelled with a left-handed ejection port and charging handle, a Magpul MOE stock, a large stand-off muzzle device, and rails that for some reason mounts HK-style iron sights by default. When reloading from empty by default, the player character locks back the charging handle and releases it after changing the magazine; this can be done with some later-model Saigas, which feature manual bolt hold-open devices to ease reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:LSA Saiga 12 Signcutter cs-vlr.jpg|thumb|none|400px|LSA Saiga 12 Signcutter CS-VLR - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-Saiga-Model.jpg|thumb|none|400px|The game's Saiga 12K worldmodel (without the magazine).]]&lt;br /&gt;
[[Image:Blops2-Saiga-1.jpg|thumb|none|600px|Section makes his way into the secret facility in &amp;quot;Celerium,&amp;quot; armed with a Saiga 12K. Note the left-handed ejection port with extended charging handle and HK-style iron sights.]]&lt;br /&gt;
[[Image:Blops2-Saiga-2.jpg|thumb|none|600px|Mason once again uses the magic of New Game Plus to have a Saiga-12 in &amp;quot;Time and Fate,&amp;quot; and celebrates by reloading it. Note the enormous standoff door-breaching muzzle brake and, bizarrely, a side-mounted scope bracket. Anything actually mounted on it would interfere with its left-sided action.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms M1216 ==&lt;br /&gt;
&lt;br /&gt;
The [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1216]] is available in the future levels; it has apparently been adopted by the US military in ''Black Ops''' universe, since sailors on the USS ''Barack Obama'' are seen using it to defend against the assault by Menendez's PMC troops. It is correctly shown as having a magazine with four 4-round tubes which must be manually rotated, but incorrectly fires each 4-round stack in full-auto mode. This is actually a feature of the SRM Arms MLE-12, prototypes of which were seen as early as 2012; it is not clear if the developers were aware of the MLE-12 or it is simply coincidence. In any case, the in-game model lacks the MLE-12's additional semi / auto selector switch on the side of the stock, rear of the pistol grip.&lt;br /&gt;
&lt;br /&gt;
An interesting fact to note is that when the incorrectly named &amp;quot;Extended Clip&amp;quot; is used, the magazine size is increased from 16 to 20 rounds, but the player will actually be able to fire an additional 4-round stack, despite the weapon being fitted with only four tubes. It would have been more logical to add an extra shell to each of the four tubes (even though this goes beyond the real M1216's capacity). This isn't a problem for the &amp;quot;Mesmerizer&amp;quot; Pack-a-Punch variant in Zombies mode, that fires ''6'' shells from a single tube. An M1216 with the aforementioned &amp;quot;Extended Clip&amp;quot; attachment appears as the 5th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:SRM 1216.jpg|thumb|none|400px|SRM Arms Model 1216 - 12 gauge]]&lt;br /&gt;
[[Image:Blops2-M1216-1.jpg|thumb|none|600px|Section holds an M1216 as he looks over at one of the USS ''Barack Obama's'' RIM-116 Rolling Airframe Missile launchers.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles &amp;amp; Battle Rifles =&lt;br /&gt;
&lt;br /&gt;
== AK Hybrid ==&lt;br /&gt;
&lt;br /&gt;
Starting from the beginning of the game, the &amp;quot;AK47&amp;quot; from the first ''Black Ops'' is available, being the same conglomerate model that features an [[AKS-74]]'s receiver and magazine, an [[AKM]]'s front sight and gas block, an [[AK-47]]'s smooth handguard, a Type II AK-47's wooden stock with mounting bracket, and a Type III AK-47's receiver-mounted rear sling loop. Soviet troops in Afghanistan use the &amp;quot;AK47&amp;quot; in &amp;quot;Old Wounds&amp;quot;, despite that the AK-47 was phased out of frontline service at the time and had been replaced by the [[AK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|400px|Type II AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Blops2-AK-Menu.jpg|thumb|none|600px|Hybrid AK on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-AK47-1.jpg|thumb|none|600px|Mason holds a gold-plated hybrid AK as Jonas Savimbi and his men attempt to get as far away from him as possible.]]&lt;br /&gt;
[[Image:Blops2-AK47-2.jpg|thumb|none|600px|In &amp;quot;Suffer With Me,&amp;quot; Woods show less of a taste for the extravagant as he reloads his own AK, trying to figure out if it was camouflaged or just dumped in a swamp. Note that as in ''Black Ops'' there are no vent holes in the handguard and it has no flash hider.]]&lt;br /&gt;
&lt;br /&gt;
== AKS-74U ==&lt;br /&gt;
&lt;br /&gt;
The [[AKS-74U]] can be found in the past campaign levels and appears in zombies mode. It uses the same model as in ''Black Ops'' (including the elongated handguard), and is still referred to as the &amp;quot;AK74u&amp;quot; and erroneously classified as a submachine gun. It is incorrectly shown used by frontline Soviet troops in &amp;quot;Old Wounds,&amp;quot; whereas in reality it was only issued to tank crews, special forces, and support units.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:Blops2-AKS74U-Menu.jpg|thumb|600px|none|AKS-74U on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-AKS74U-1.jpg|thumb|none|600px|Mason holds an AKS-74U with a Kobra Sight as he makes his way through Menendez's villa complex. Note this is the same Kobra Sight model used by the AKS-74U in the original ''Black Ops''; being a ''Black Ops'' weapon the front sight must be sacrificed to the gods of optics.]]&lt;br /&gt;
&lt;br /&gt;
== AN-94 ==&lt;br /&gt;
&lt;br /&gt;
The [[AN-94]] assault rifle is used by PMC troops and Menendez's forces, Russia seemingly having decided to export the high-tech assault rifle by 2025; in reality, production of the AN-94 was discontinued in 2006, and it was never made available for export. It is attached with a rubber recoil buttpad on the stock, a Mission First Tactical Tekko Polymer AK-47 Integrated Rail System, and a RS Regulate AKML Gen 1 micro red dot mount, which, instead of mounting its designated Aimpoint Micro sight, mounts a rail with an aftermarket AK-style rear sight, and has a new a taller front sight to match. The weapon still retains the original, now-useless rear sight though.&lt;br /&gt;
&lt;br /&gt;
The weapon features a correct recoiling barrel and a 2-round burst mode, even firing the first two rounds faster in fullauto mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|400px|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:Blops2-AN94-Menu.jpg|thumb|none|600px|AN-94 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-AN94-3.jpg|thumb|none|600px|At the start of &amp;quot;Achilles' Veil,&amp;quot; what appears to be a spawning bug causes many of Menendez's men to have AN-94s without magazines. While this in itself might indicate they are ceremonial, the AN-94 is not noted for being able to fire without a magazine inserted as one man in the background is currently doing. The militiaman with the missile launcher seemingly believes he is holding an RPG-7, given his hand positions.]]&lt;br /&gt;
[[Image:Blops2-AN94-1.jpg|thumb|none|600px|Section holds a camouflaged AN-94 as he makes his way towards the enemy base in the jungle, grumbling about the weather. Due to the weapon's unique layout, the canted magazine cannot be seen in first person unless the weapon is being reloaded.]]&lt;br /&gt;
[[Image:Blops2-AN94-2.jpg|thumb|none|600px|Reloading the AN-94 shows that effort has been made to model three-dimensional bullets in the magazine, though they appear to be 5.56x45 NATO rounds rather than 5.45x39 WP that the AN-94 actually uses.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Sporter Competition ==&lt;br /&gt;
&lt;br /&gt;
During the cutscene halfway through &amp;quot;Pyrrhic Victory&amp;quot; as Woods recalls his escape from the &amp;quot;Hanoi Hilton,&amp;quot; the guard he ambushes is shown armed with the &amp;quot;M16A4&amp;quot; model (actually a Colt Sporter Competition) from ''[[Call of Duty 4: Modern Warfare]]'', decades before the [[M16A4]] would actually have existed.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|400px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Blops2-M16A4-1.jpg|thumb|none|600px|Woods prepares to ambush one of his jailers; note the square profile of the ''Call of Duty 4'' in-world M16A4's flash hider.]]&lt;br /&gt;
[[Image:Blops2-M16A4-2.jpg|thumb|none|600px|As Woods uses the advanced tactic of shouting in his opponent's ear, the taped magazine and extremely angular handguard are visible.]]&lt;br /&gt;
&lt;br /&gt;
== Colt USAF M16 (Colt Model 604) ==&lt;br /&gt;
&lt;br /&gt;
The USAF [[M16]] returns from ''Black Ops''; though it is called the &amp;quot;Colt M16A1&amp;quot;, it lacks a birdcage flash hider and a forward assist, the absence most clearly visible during the pick-up animation. It still uses 20-round straight magazines with 30 rounds in them, and incorrectly has a three-round burst mode if it has the select-fire accessory. It is first available in the final 1980s level, &amp;quot;Suffer With Me.&amp;quot; The weapon is rather anachronistic since by the late 1980s the majority of the US military had switched to the M16A2 model and 30 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:USAF Colt Model 604.jpg|thumb|400px|none|Colt Model 604 (USAF M16) - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-M16-Menu.jpg|thumb|none|600px|USAF M16 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-M16-2.jpg|thumb|600px|none|Mason holds his M16 on Manuel Noriega, whose face has once again evaded oxycution. Note the straight 20-round magazine and lack of a foward assist.]]&lt;br /&gt;
[[Image:Blops2-M16-1.jpg|thumb|600px|none|Woods holds an M16 equipped with an M203 grenade launcher as he is buzzed by a pair of F4 Phantoms which have forgotten to turn their engines on. As ever, the M16's iron sights have abandoned it due to mounting an optic. One point of interest is that this is Rio Hato airfield, which was actually attacked not by F-4s (which do not appear to have participated in Operation Just Cause at all) but a pair of F-117s, in the aircraft's first combat deployment.]]&lt;br /&gt;
[[Image:Blops2-M16-4.jpg|thumb|600px|none|Woods reloads his M16; note both the taped magazines are empty. This weapon, the recommended one for this mission, is fitted with a 1975-vintage Aimpoint Mark II (aka Aimpoint Electronic), the world's first smallarm reflex sight, though the text on the optic actually says it is an &amp;quot;Armpoint&amp;quot; sight.]]&lt;br /&gt;
[[Image:Blops2-M16-3.jpg|thumb|600px|none|Woods draws his M16 at the start of the mission; note the lack of a forward assist, showing this is not an M16A1, and that even the flip-up sight for the M203 has abandoned him.]]&lt;br /&gt;
&lt;br /&gt;
== DSA SA58 Para Elite Compact ==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL#DSA SA58 Para Elite Compact|DSA SA58 Para Elite Compact]] is available as the &amp;quot;FAL OSW&amp;quot; for the 2025 missions. In singleplayer it is fully automatic by default, whereas in multiplayer it defaults to semi-auto. It has an ACE M4 SOCOM stock.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58ParaElite.jpg|thumb|400px|none|DSA SA58 Para Elite Compact with magazine removed - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-SA58-Menu.jpg|thumb|600px|none|SA58 Para Elite Compact on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-SA58-1.jpg|thumb|600px|none|Section holds an SA58 Para Elite Compact equipped with a Leupold HAMR scope and a suppressor as he looks over an X95 Flattop.]]&lt;br /&gt;
[[Image:Blops2-SA58-2.jpg|thumb|600px|none|Reloading uses the same speed reload technique as in ''Modern Warfare 2'', and as in that game the old magazine will always have visible rounds in the top even if it was empty.]]&lt;br /&gt;
&lt;br /&gt;
== Enfield L85A2 ==&lt;br /&gt;
&lt;br /&gt;
During the introduction to &amp;quot;Old Wounds,&amp;quot; a series of stock footage screens show guns supposedly smuggled to Afghanistan by the Menendez cartel, most bizarrely two rows of [[L85A2]] rifles with L3A1 bayonets fitted.&lt;br /&gt;
&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|400px|Enfield L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-L85-1.jpg|thumb|600px|none|Section and Salazar discuss Menendez's bizarre decision to smuggle the British Army's rifles to Heckler &amp;amp; Koch.]]&lt;br /&gt;
&lt;br /&gt;
== FN FAL G Series ==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL]] is the same G Series model from the original ''Black Ops''. It is available from the first mission onwards. As with the DSA SA58, its multiplayer incarnation (used in Zombies mode) is semi-automatic by default, while the singleplayer version defaults to fully-automatic, which is incorrect since the G Series model is a civilian semi-auto only rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|400px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-FAL-Menu.jpg|thumb|none|600px|FN FAL on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-FAL-1.jpg|thumb|none|600px|Jonas Savimbi, having discarded his Hawk MM1 due to it being insufficiently awesome, brandishes an FN FAL. Note the curious dark line on the handguard, and that the underside of the handguard is flat black as if it is always in shadow.]]&lt;br /&gt;
[[Image:Blops2-FAL-2.jpg|thumb|none|600px|Assisting Savimbi's UNITA forces, Mason holds a camouflaged FAL.]]&lt;br /&gt;
[[Image:Blops2-FAL-3.jpg|thumb|none|600px|Finding the camouflage less than useful, he soon ditches his old FAL for one with an M203, reloading as he attacks an enemy barge. The reload animation has been changed, with the old magazine dropped away instead of being taken away by the left hand.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H ==&lt;br /&gt;
&lt;br /&gt;
An [[FN SCAR|FN SCAR-H]] is available for the 2025 missions and appears to be one of the standard rifles on the United States military. It holds 30 rounds in its 20-round magazine, or 40 if the invisible and incorrectly named &amp;quot;Extended Clip&amp;quot; is chosen.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-SCARH-Menu.jpg|thumb|none|600px|SCAR-H on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-SCARH-1.jpg|thumb|none|600px|Section makes his way through a CLAW manufacturing plant in &amp;quot;Judgment Day,&amp;quot; armed with a SCAR-H. As with most of the non-recycled weapons, the SCAR's iron sights are folded down when it mounts optics.]]&lt;br /&gt;
[[Image:Blops2-SCARH-2.jpg|thumb|none|600px|Section reloads his SCAR; note the clear marking on the receiver stating it is a &amp;quot;SCAR 17S,&amp;quot; the civilian semi-automatic version of the SCAR-H. As with the &amp;quot;HAMR&amp;quot;, this results in it having a two-setting Safe / Fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HAMR&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
An [[FN SCAR-H]] with a drum magazine is one of the weapons the game classifies as light machine guns. It is incorrectly listed as the &amp;quot;HAMR&amp;quot;, which is a light machine gun version of the SCAR-L entered for the USMC's IAR trials; the in-game weapon does not have the deeper handguard of that version of the rifle and is just a standard SCAR-H with a large drum magazine (which has the 75-round capacity of a 5.56mm drum: given the size, it should only hold 50 rounds if the weapon is assumed to be chambered in 7.62mm, and it is visually based on the 50-round drum used on some G8 ([[Heckler &amp;amp; Koch HK11]]) rifles used by the German police and military or the X-Products X-91, an American clone made primarily for the [[Heckler &amp;amp; Koch G3]] and [[Heckler &amp;amp; Koch HK91]]; the &amp;quot;Extended Clip&amp;quot; attachment raises the capacity to 100).&lt;br /&gt;
&lt;br /&gt;
Strangely, the weapon has a variable fire rate not unlike that of the AN-94; the first 7 shots in full-auto are fired at 937 RPM, and the rest are fired at 625 RPM (excluding singleplayer, where it fires at 937 RPM constantly), apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a mere (and consistent) 7 rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. The version in campaign forgoes this nonsense altogether, and fires at a constant 937 RPM.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|400px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN HAMR.jpg|thumb|none|400px|FN HAMR IAR, for comparison - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-SCAR-Model.jpg|thumb|none|400px|World model of the &amp;quot;HAMR&amp;quot; (without the magazine); the viewmodel has a noticeably longer barrel. Note the wide SCAR-H magwell, and how the side of the weapon reads 7.62x51mm, which is actually correct for a SCAR-H, but not for a HAMR IAR.]]&lt;br /&gt;
[[Image:Blops2-SCAR-1.jpg|thumb|none|600px|Fighting his way to Menendez in &amp;quot;Achilles' Veil,&amp;quot; Section holds a &amp;quot;HAMR&amp;quot; with a &amp;quot;target finder&amp;quot; scope fitted.]]&lt;br /&gt;
[[Image:Blops2-SCAR-2.jpg|thumb|none|600px|Reloading, the player character presses the magazine release and shakes the weapon downwards; the old drum apparently doesn't quite get the idea of this, and the new drum is used to knock it out of the magwell. Note that, as with the regular SCAR-H, it only has &amp;quot;safe&amp;quot; and &amp;quot;fire&amp;quot; positions on the fire selector, indicating it was based on a semi-automatic civilian SCAR variant.]]&lt;br /&gt;
&lt;br /&gt;
== G&amp;amp;G GR4 G26 (Airsoft gun) ==&lt;br /&gt;
&lt;br /&gt;
An [[M4A1]]-style G&amp;amp;G GR4 G26 Airsoft gun can be seen in promotional images, but no similar weapon appears in the game itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:GG GR4 G26.jpg|thumb|none|400px|'''Airsoft''' G&amp;amp;G GR4 G26 - (fake) 5.56x45mm]]&lt;br /&gt;
[[Image:Call of duty black ops 2 GG GR4 G26.jpg|thumb|600px|none|A soldier holds the GR4 G26 in a piece of promotional artwork. Note the bulged top of the stock and shape of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
&lt;br /&gt;
The [[HK416]] is incorrectly listed as the &amp;quot;M27,&amp;quot; which is the designation for the squad automatic weapon version used by the USMC. The in-game weapon has a standard 14.5-inch barrel rather than the 16.5-inch barrel used by the M27. The HK416 is equipped with a MagPul BAD Lever, a Raptor charging handle, and a 10.5-inch Super Modular Rail HK. The Foregrip attachment adds a SureFire M900A vertical foregrip and an unusable weapon light. An HK416 with an &amp;quot;MMS&amp;quot; sight is the 9th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK416 14.5 Current.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm. This is the current production version of the HK416.]]&lt;br /&gt;
[[Image:H&amp;amp;K M27 IAR.jpg|thumb|none|400px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm, for comparison.]]&lt;br /&gt;
[[Image:Blops2-HK416-Model.jpg|thumb|none|400px|The game's HK416 model (without the magazine). Note the later production HK pistol grip and stock but older style front sight.]]&lt;br /&gt;
[[Image:Blops2-HK416-menu.jpg|thumb|none|600px|HK416 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-HK416-2.jpg|thumb|none|600px|Section holds his HK416 as his pet robot deals with some strange men rappelling into an underground complex in a manner best not thought about, glad they will not be able to make horrible puns about his BAD Lever.]]&lt;br /&gt;
[[Image:Blops2-HK416-1.jpg|thumb|none|600px|Reloading the HK416 shows the fire selector pointed to...Auto? What sorcery is this?]]&lt;br /&gt;
[[Image:Blops2-HK416-3.jpg|thumb|none|600px|During the draw animation the player character quickly racks the custom charging handle twice, apparently checking to make sure the weapon is both chambered and cycling correctly; the second pull ejects a single round without actually subtracting one from the magazine, though the &amp;quot;Fast Hands&amp;quot; perk (which speeds up the animation) causes it to glitch out and fail to eject a bullet.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch XM8 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M8A1&amp;quot; appears to be a &amp;quot;futurised&amp;quot; [[Heckler &amp;amp; Koch XM8]] with a short handguard and a thick carrying handle. It has a railed carrying handle and a railed handguard with rail covers, rather than the PCAP accessory system used by the US XM8. In real life this configuration is used on Malaysian XM8s, though given the series' common use of Airsoft weapons as references it is far more likely this was based on a rail-equipped Airsoft gun. It also has an incorrect G36-style magazine well. It has a 32 round capacity, incorrect for any currently produced XM8/G36 magazine. The &amp;quot;M8A1&amp;quot; designation suggests it has been adopted by the US military as a standard weapon, and is used by both American soldiers and PMC troops. In multiplayer and Zombies modes, it fires 4-round bursts by default, something not present on the real XM8. An &amp;quot;M8A1&amp;quot; with an EOtech sight is used as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm8 rightmed.jpg|thumb|400px|none|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[Image:XM8-Malaysia.jpg|thumb|none|400px|Heckler &amp;amp; Koch XM8 R for reference's sake - 5.56x45mm.]]&lt;br /&gt;
[[Image:Blops2-XM8-Menu.jpg|thumb|none|600px|XM8 on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-XM8-3.jpg|thumb|none|600px|Harper holds his XM8 at the start of &amp;quot;Cordis Die&amp;quot; as Section lies in a heap in a crashed Cougar MRAP.]]&lt;br /&gt;
[[Image:Blops2-XM8-1.jpg|thumb|none|600px|Section holds an XM8 with Leupold HAMR optic as he encounters a truly surreal scene. Note that this weapon was apparently made by &amp;quot;KHK Germany.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-XM8-2.jpg|thumb|none|600px|Out on the deck and trying to forget the horrors he has just witnessed, Section reloads his XM8. Note the XM8 model in game uses the older &amp;quot;duckbill&amp;quot; open-front flash hider rather than the &amp;quot;birdcage&amp;quot; used by later XM8 prototypes.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Galil ARM ==&lt;br /&gt;
&lt;br /&gt;
A slightly modified version of the [[IMI Galil ARM]] model from the original ''[[Call of Duty: Black Ops]]'' is available in the past levels; it no longer has a carry handle, though it still has the attachment point for one. The reload animation is changed; the basic reload motions are now more similar to the AK-type rifles, and the cocking animation is now done with the left hand instead of the right.&lt;br /&gt;
&lt;br /&gt;
[[Image:Galil.jpg|thumb|400px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-Galil-Menu.jpg|thumb|600px|none|The Galil ARM on the singleplayer weapon selection menu.]]&lt;br /&gt;
[[Image:Blops2-Galil-1.jpg|thumb|600px|none|Out and about in Afghanistan, Alex Mason holds a Galil as he examines a colt. Note that, as ever, adding a sight requires the removal of the ones that were already there, regardless of the amount of hacksawing that doing so would require.]]&lt;br /&gt;
&lt;br /&gt;
== IWI X95 Flattop ==&lt;br /&gt;
&lt;br /&gt;
The [[IWI X95 Flattop]], an improved variant of the [[MTAR-21]], appears in the game as the &amp;quot;MTAR.&amp;quot; In Zombies mode Marlton identifies the weapon as an X95L variant, but the in-game model has a straight rail which is raised above the handguard, not a two-step rail like the L model. It is equipped with an MFI Sig MAD front sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-TAR-Menu.jpg|thumb|none|600px|IWI X95 Flattop on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-TAR-1.jpg|thumb|none|600px|Making his way through a flooded slum in Pakistan, Section reloads his X95 Flattop, equipped with a Magpul Rail Vertical Grip, Leupold HAMR dual optic and laser pointer.]]&lt;br /&gt;
&lt;br /&gt;
== M14 Rifle ==&lt;br /&gt;
&lt;br /&gt;
The [[M14 Rifle]] from ''Black Ops'' reappears in Zombies mode, this time with a synthetic black finish instead of wooden furniture. Once again, the in-game model has a pistol grip and folding vertical grip like the M14E2 light machine gun. It is typically one of the first weapons available in a Zombies map, and is effective for a surprisingly long time due to its high accuracy and damage, despite only holding 8 rounds in its 20-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M14E2SAW.jpg|thumb|none|400px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-M14-1.jpg|thumb|none|600px|The player character in Zombies mode picks up an M14, filling in its outline on the wall. Note that as in ''Black Ops'' it has a pistol grip, though it no longer has a bipod.]]&lt;br /&gt;
[[Image:Blops2-M14-3.jpg|thumb|none|600px|Weasel holds an M14 as he ponders what passes for normality in Zombies mode.]]&lt;br /&gt;
[[Image:Blops2-M14-2.jpg|thumb|none|600px|Reloading the M14; as in ''Black Ops'', the pistol grip appears to have been added so that the reloading animation from ''Modern Warfare 2's'' Mk 14 Mod 1 EBR could be recycled for this weapon.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SMR&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional bullpup battle rifle called the &amp;quot;SMR&amp;quot; is a common weapon among enemy soldiers in the future levels. The weapon is based on the [[Saritch]] design concept, and is presumably supposed to represent a military version of it. This is supported by the fact that the game files and [https://youtu.be/q0i-cwB2Pi0 pre-Alpha builds] of ''Black Ops II'' refer to it as the &amp;quot;Saritch&amp;quot;, and it is even directly modeled after the Saritch in the pre-alpha builds.&lt;br /&gt;
&lt;br /&gt;
In singleplayer it is a slow full-auto rifle by default, while in multiplayer it is semi-automatic unless the select-fire &amp;quot;attachment&amp;quot; is added; the real Saritch was only ever mocked up as a semi-auto, though the designer did consider a select-fire military variant. An SMR fitted with an ACOG sight is the 11th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Saritch 308.jpg|thumb|none|400px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[Image:Blops2-SMR-menu.jpg|thumb|none|600px|&amp;quot;SMR&amp;quot; on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-SMR-1.jpg|thumb|none|600px|Section reloads an SMR equipped with a reflex optic. Note the small EOTech logo on the side of the sight; this optic is now actually called &amp;quot;EOTech sight&amp;quot; by the game rather than using the generic &amp;quot;holo sight&amp;quot; label.]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer SIG556 HOLO ==&lt;br /&gt;
&lt;br /&gt;
A [[SIG SG 550#SIG SG 556|SIG-Sauer SIG556 HOLO]] with Magpul MOE stock is available late in the singleplayer campaign, and as a relatively early unlock in multiplayer. It is equipped with an MFI Sig MAD front sight and the standard rear SIG drum sight is depicted with an aiming aperture instead of the proper drum. While early footage showed it called &amp;quot;SIG556&amp;quot; (which it is still referred to as in the game files), in the final game it is instead called the &amp;quot;SWAT-556&amp;quot;; however, the campaign version is still referred to as &amp;quot;SIG556&amp;quot; when using the higher zoom level of the Leupold HAMR optic. It can fire in three-round bursts, or full-auto mode if the Select Fire &amp;quot;attachment&amp;quot; is equipped (reversed in singleplayer); neither is a normal feature of the real weapon, which is semi-auto only. Other SIG SG 550 variants in reality (even some SIG 556 variants) have these fire modes, though.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|400px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-SIG-Menu.jpg|thumb|none|600px|SIG556 HOLO on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-SIG-1.jpg|thumb|none|600px|Section holds a SIG556 HOLO with a white ACOG optic (based on Trijicon ACOG 6x48 Machine Gun Scope) at the start of &amp;quot;Fallen Angel;&amp;quot; note that like the SCARs it only has &amp;quot;Safe&amp;quot; and &amp;quot;Fire&amp;quot; settings on its fire selector.]]&lt;br /&gt;
[[Image:Blops2-SIG-2.jpg|thumb|none|600px|Reloading shows off the M320 grenade launcher mounted under the handguard, but also the rather worrying fact that the player model does not actually have a rear grip.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] returns from the previous games, but this time having an impressive fire rate of 750 RPM instead of 500-600 and a slightly increased price. It appears in the &amp;quot;Origins&amp;quot; Zombies map from the &amp;quot;Apocalypse&amp;quot; DLC. While the gun may seem anachronistic (seeing as the map takes place in 1918, while the gun was designed around 1944-45), it is explained in game that the &amp;quot;Mystery Box&amp;quot; has the power to grab weapons from multiple time periods, hence the box featuring an experimental light machine gun in a 1930's Alcatraz ''that's not even on the same plane of existence''. It can be assumed that the StG 44 (and by extension, the MP40) also appeared via this handwave.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:Blops2-STG44.jpg|thumb|none|600px|Soldiers firing their StG 44s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Type 25&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Type 25&amp;quot; is a &amp;quot;futurised&amp;quot; [[QBZ-95-1]] (evidenced by the fire selector above the pistol grip), but with a trigger guard similar to that of the original QBZ-95. It is seen in the hands of Chinese troops at the end of &amp;quot;Fallen Angel&amp;quot; and during &amp;quot;Judgment Day&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Norinco QBZ95-1.jpg|thumb|none|400px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[Image:Type95-1.jpg|thumb|none|400px|Norinco QBZ-95 - 5.8x42mm]]&lt;br /&gt;
[[Image:Blops2-Type25-Menu.jpg|thumb|none|600px|&amp;quot;Type 25&amp;quot; on the singleplayer weapon select menu.]]&lt;br /&gt;
[[Image:Blops2-Type25-1.jpg|thumb|none|600px|Section holds a &amp;quot;Type 25&amp;quot; as he rescues a man who is apparently not important enough for his name to merit a capital letter.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
&lt;br /&gt;
The [[Barrett M107]] model used in ''Modern Warfare 3'', incorrectly referred to as the &amp;quot;Barrett M82A1,&amp;quot; is available in the past and future missions, starting with the level &amp;quot;Time and Fate;&amp;quot; a key part at the end of &amp;quot;Suffer With Me&amp;quot; also involves the use of the Barrett. The normal version is identical to the one from ''MW3'', while the one with the &amp;quot;Variable Zoom&amp;quot; attachment is slightly altered with no lens covers and a raised carrying handle. As in ''MW3'', the model has ejection ports on both sides of the receiver.&lt;br /&gt;
&lt;br /&gt;
It is highly anachronistic for the past levels, since the M107 was not adopted until 2002. This mistake appears to have been made because Barrett have started to market the M107 under the &amp;quot;M82A1&amp;quot; name; an original M82A1 would not actually be particularly anachronistic since the A1 version was developed by 1986, though the first major order of rifles was not made until 1989.&lt;br /&gt;
&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|400px|Barrett M107 long range sniper rifle - .50 BMG]]&lt;br /&gt;
[[Image:M82a1.jpg|thumb|none|400px|Original Barrett M82A1 - .50 BMG. Note fixed scope mount and lack of rails.]]&lt;br /&gt;
[[Image:Blops2-M107-2.jpg|thumb|none|600px|Woods holds the unique M107 at the end of &amp;quot;Suffer With Me;&amp;quot; note that the weapon model of this variant shows the standard scope, despite the weapon using a variable zoom here.]]&lt;br /&gt;
[[Image:Blops2-M107-1.jpg|thumb|none|600px|Mason holds his M107 with a variable zoom at the start of &amp;quot;Time and Fate;&amp;quot; note the rail extends right back to the rear sight and there is no raised scope mount, meaning this cannot be an M82A1 as the game claims or an M82A1M.]]&lt;br /&gt;
&lt;br /&gt;
== DSR-50 ==&lt;br /&gt;
&lt;br /&gt;
The [[DSR-50]] is used by enemies during the first future level, though it is not actually unlocked in the loadout menu until the last one. It is similar in power to the other heavy sniper rifles, but slower due to being bolt-action, and it has an incorrect magazine capacity of 5 rounds instead of 3. It is also available in Zombies mode, though like all sniper rifles in that mode it is mostly useless due to zombies not exactly being known for long-range combat. A DSR-50 with a variable zoom scope appears as the 15th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dsr50.jpg|thumb|400px|none|DSR-50 - .50 BMG]]&lt;br /&gt;
[[Image:Blops2-DSR-2.jpg|thumb|600px|none|Section holds a DSR-50 during the final level as he celebrates someone having the catastrophically bad idea of handing an orbital weapon to the first guy who picks up the controls.]]&lt;br /&gt;
[[Image:Blops2-DSR-1.jpg|thumb|600px|none|Later, finding he can't use his satellite indoors, he reloads his DSR-50. This one is fitted with a &amp;quot;dual band&amp;quot; sight fitted to the standard scope, a ballistic computer and variable zoom (the oversized elevation turret with a large &amp;quot;V&amp;quot; on it represents this). Note the &amp;quot;DSR Precision&amp;quot; marking on the side of the weapon. The spare magazine stored in front of the pistol grip is sadly never used for anything other than holding the gun (in lieu of using the handguard).]]&lt;br /&gt;
&lt;br /&gt;
== FN Ballista ==&lt;br /&gt;
&lt;br /&gt;
The [[FN Ballista]] is a bolt-action sniper rifle available in the future levels. Among its equip options, it can be fitted with illuminated iron sights instead of the default scope; it is the only sniper rifle with such an option outside of Zombies (as the DSR-50 has a similar attachment when Pack-a-Punched). A Ballista with the aforementioned iron sights appears as the 16th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNBallista.jpg|thumb|400px|none|FN Ballista - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Blops2-Ballista-1.jpg|thumb|600px|none|Section holds an FN Ballista as he admires the implausibly small mounting of a drone helicopter's cannon, supposedly 40mm. Visible on the weapon's default scope are a throw lever and cant indicator.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Storm PSR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Storm PSR&amp;quot; is a fictional three-barreled (rotatory, no less) sniper rifle based on [[Metal Storm]] technology, with the ability to queue and fire multiple rounds at a time to penetrate surfaces. This is actually a suggested capability of the Metal Storm system since it is able to make multiple rounds hit the same point, but no weapon design like the PSR currently exists and the weapon is a work of fiction.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blops2-Storm-1.jpg|thumb|600px|none|Section holds a &amp;quot;Storm PSR&amp;quot; during the attack on downtown Los Angeles. Note the text on the receiver is &amp;quot;Metalstorm Multishot Rifle,&amp;quot; meaning the &amp;quot;P&amp;quot; in &amp;quot;PSR&amp;quot; is apparently short for &amp;quot;M.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-Storm-2.jpg|thumb|600px|none|Scope of the Storm PSR; the bar to the right is the charge indicator, and the indicator immediately to the left shows the number of queued rounds and the penetration distance, up to eight metres. The red grid indicates the current target cannot be hit at the current charge level; this will be green if it can. Note that the area outside the scope is magnified just as much as the area inside.]]&lt;br /&gt;
[[Image:Blops2-Storm-3.jpg|thumb|600px|none|Mason reloads the Storm PSR which he presumably got from the same place he got a WA2000 in the previous game. Note the three sets of ten stacked rounds in the en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
The [[SVD Dragunov]] appears in two past missions, &amp;quot;Pyrrhic Victory&amp;quot; and &amp;quot;Time and Fate&amp;quot;. It is a modified version of the ''Black Ops'' SVD model, with a lower-profile front sight and the wooden furniture textures replaced with a grayish green texture, apparently trying to make it look more like a modernized variant with synthetic furniture. As before it uses an incorrect modern POSP scope reticle rather than a period PSO-1, and it also completely lacks a flash hider.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[Image:Blops2-SVD-1.jpg|thumb|none|600px|Mason holds his SVD as he takes a relaxing stroll through the jungle.]]&lt;br /&gt;
[[Image:Blops2-SVD-2.jpg|thumb|none|600px|Mason reloads his SVD; note that the fire selector is in the &amp;quot;safe&amp;quot; position, and also appears to be from an AK rather than the correct one for an SVD.]]&lt;br /&gt;
&lt;br /&gt;
== SVU Dragunov ==&lt;br /&gt;
&lt;br /&gt;
The [[SVU Dragunov]] can be used in the 2025 missions, referred to as the &amp;quot;SVU-AS&amp;quot;, and is effectively a high-tech counterpart to the SVD. It features a dark red, carbon fibre-effect foregrip. It is fitted with a folded-forward Harris-style bipod instead of the correct one for an SVU/SVU-AS, and in the create-a-class menu icon it is mounted backwards and seemingly floating in the air; the icon also includes a flash suppressor. It also lacks select fire, being semi-auto only, making it an SVU. An SVU with a &amp;quot;Dual Band&amp;quot; scope appears as the 14th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|400px|none|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[Image:Blops2-SVU-1.jpg|thumb|none|600px|Farid holds an SVU in &amp;quot;Achilles' Veil,&amp;quot; equipped with a laser pointer, ballistic computer and vile camouflage. Note the HUD displaying an incorrect 12-round capacity.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;XPR-50&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A semi-automatic sniper rifle chambered in .50 BMG. It bears a resemblance to the [[Barrett Model 98 Bravo]], though the latter is bolt-action rather than semi-automatic and is chambered in .338 Lapua Magnum. In the game files it is referred to as the [[Accuracy International AS50|AS50]], which is particularly semi-auto and chambered in .50 BMG, even though it looks noticeably different from it.&lt;br /&gt;
&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|400px|Barrett M98B with Harris bipod and Scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:As50sr.jpg|thumb|none|400px|AS50 - .50 BMG, for comparison.]]&lt;br /&gt;
[[Image:Blops2-XPR50.jpg|thumb|none|400px|The &amp;quot;XPR-50&amp;quot; in the game's menu selection.]]&lt;br /&gt;
[[Image:Blops2-XPR50-1.jpg|thumb|none|600px|Section holds an XPR-50 as he admires one of the USS ''Barack Obama's'' complement of fictional F/A-38 fighters. Note the strange, tiny circular intakes; these apparently contain a pair of cannons.]]&lt;br /&gt;
[[Image:Blops2-XPR50-2.jpg|thumb|none|600px|Looking out at the ''Obama's'' battlegroup using the scope of his XPR-50, Section discovers a couple of rather unusual additions; these two ships are a ''Slava''-class cruiser and a ''Nanuchka''-class corvette, both models from ''Modern Warfare 3''.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== Handheld GE M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
The same handheld [[M134 Minigun]] model from ''Black Ops'' returns as an unlockable for the campaign, now simply called &amp;quot;minigun&amp;quot;, as the &amp;quot;Death Machine&amp;quot; name has moved to the future version. It has a 999 round magazine with no reserve and no reloading animation, and has no iron sights; instead, the iron sight key pre-spins the weapon's barrels. The M134 is effective even against vehicles which are normally immune to gunfire. As before it has an oddly slanted overhead front grip; in &amp;quot;Old Wounds&amp;quot; while riding it can be seen that part of the grip which would normally be covered by the player character's hand is not present at all. In addition, on the PC with the FOV set to 80 the minigun model is slightly too small for the screen and blank space can frequently be seen at the bottom and right of the model as it moves. A slightly altered version of the handheld minigun model is used as a door mount on a gunship in &amp;quot;Achilles' Veil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm]]&lt;br /&gt;
[[Image:Blops2-M134HH-1.jpg|thumb|none|600px|Mason holds the old &amp;quot;Death Machine&amp;quot; M134 minigun, wondering how he can possibly combine this activity with riding a horse.]]&lt;br /&gt;
[[Image:Blops2-M134HH-2.jpg|thumb|none|600px|The answer, of course, being to fire it one-handed. Note that the lower part of the grip, which would normally be hidden by his hand, does not actually exist.]]&lt;br /&gt;
[[Image:Blops2-M134HH-3.jpg|thumb|none|600px|A certain decision in &amp;quot;Achilles' Veil&amp;quot; will result in a brief sequence controlling Section as he mans a VTOL's door gun. This is the &amp;quot;Chopper Gunner&amp;quot; model from ''Black Ops'' with the belt box removed, but is clearly a variant of the handheld model.]]&lt;br /&gt;
&lt;br /&gt;
== Handheld General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
A man-portable futuristic gatling gun based on the [[General Dynamics GAU-19/A]] is the new &amp;quot;Death Machine&amp;quot; killstreak, and can be used in the campaign by completing challenges. Like the minigun, it has no iron sights with the aim button instead pre-spinning the barrels, a 999 round magazine with no reserve and no reloading animation. It appears to use the same sound effect normally used for the A-10's GAU-8 in the modern ''Call of Duty'' games. A slightly altered version of this model is also found mounted on drone gun rigs, mostly used by Menendez's PMC troops.&lt;br /&gt;
&lt;br /&gt;
It is also present in the DLC &amp;quot;Mob of the Dead&amp;quot; Zombies map, where it has a 150 round magazine and a reload animation where it is simply lowered off the screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:Blops2-GAU-1.jpg|thumb|none|600px|Section wields a futurised GAU-19/A as he vows to infiltrate the jungle base in the loudest manner he possibly can.]]&lt;br /&gt;
[[Image:Blops2-GAU-2.jpg|thumb|none|600px|Meanwhile over on Alcatraz, Sal opens up on some passing zombies, ejecting a suitably impressive cloud of brass at a nearby fence.]]&lt;br /&gt;
&lt;br /&gt;
== LSAT Light Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
The [[LSAT|LSAT Light Machine Gun]] is occasionally seen in the hands of US soldiers, most commonly during the new &amp;quot;Strike Force&amp;quot; missions. It appears with a digital ammunition counter beside the belt opening of the drum magazine, which is of great use while playing Hardcore multiplayer matches where the HUD is removed. The markings on the weapon refer to it as &amp;quot;M250,&amp;quot; presumably indicating it has been adopted as a replacement for the M249 SAW.&lt;br /&gt;
&lt;br /&gt;
[[Image:LSAT.jpg|thumb|400px|none|AAI Corporation LSAT Light Machine Gun with bipod and front and rear sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[Image:Blops2-LSAT-1.jpg|thumb|none|600px|During a Strike Force mission, the target &amp;quot;high value individual&amp;quot; reloads her LSAT light machine gun presenting a better view of the Trijicon ACOG 6x48 Machine Gun Scope. Note that this gun was apparently made by &amp;quot;Hobotronics Inc.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
The ''Black Ops'' [[M60 machine gun|M60E3]] model is re-used in the game; as before it is a powerful weapon, but has heavy recoil.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60E3Short.jpg|thumb|none|400px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-M60-1.jpg|thumb|none|600px|Mason holds an M60 as he watches one of his allies attempting to threaten a large rock. This went about as well as one would expect it to. Note that unlike the future era weapons, the cold war guns use the old Colt scope from the first game as an &amp;quot;ACOG&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Maxim MG08/15 ==&lt;br /&gt;
The [[Maxim MG08/15]] appears in the Zombies map &amp;quot;Origins&amp;quot; from the &amp;quot;Apocalypse&amp;quot; DLC. It has an overwrought fire rate of 750 RPM compared to the real 450-500. Additionally, when reloading, the player character isn't seen pulling the belt into action, he simply replaces the belt drum and works the charging handle (a bit like the MG42 from ''Call of Duty: World at War''). There is a lip depicted on the feed tray, but there's now way it could pull the belt on its own.&lt;br /&gt;
&lt;br /&gt;
[[Image:Maxim MG08-15.jpg|thumb|none|400px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Blops2 MG08.jpg|thumb|none|600px|Dempsey firing the MG08/15.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 48 Mod 1 ==&lt;br /&gt;
&lt;br /&gt;
The [[FN Minimi|Mk 48 Mod 1]] is available in the 2025 levels as a light machine gun, despite technically being a medium machine gun, as it fires a full-sized rifle round rather than an intermediate one. A Mk. 48 with a Leupold HAMR optic appears as the 13th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk48mod1.jpg|thumb|400px|none|FN Mk 48 Mod 1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-Mk48-1.jpg|thumb|none|600px|Section holds a Mk 48 Mod 1 as he looks over the results of sabotaging his CLAW's Geneva Convention Module.]]&lt;br /&gt;
&lt;br /&gt;
== Norinco QBB-95 ==&lt;br /&gt;
&lt;br /&gt;
A [[Norinco QBB-95]] is available as the &amp;quot;QBB LSW&amp;quot;. It has been &amp;quot;futurized&amp;quot; in the same manner as the QBZ-95-1 (i.e. bulkier furniture), and has the trigger guard of the [[QBZ-95]]. It also has a left-handed projection on its charging handle; the player character operates this by taking their hand off the grip. A QBB-95 with a fictional &amp;quot;Target Finder&amp;quot; sight appears as the 12th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|400px|QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:Blops2-QBB95-1.jpg|thumb|none|600px|Section holds a QBB-95 with a laser pointer in &amp;quot;Celerium&amp;quot; as he makes his way through a high-tech factory hidden in the jungle.]]&lt;br /&gt;
&lt;br /&gt;
== RPD light machine gun ==&lt;br /&gt;
&lt;br /&gt;
The [[RPD]] is available from the beginning of the game, and can be picked up from the Mystery Box in Zombies mode. In singleplayer it is used by Soviet troops in Afghanistan, at a time when it would have been replaced by the PKM and the RPK-74. It is also seen during the US invasion of Panama in &amp;quot;Suffer With Me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg‎|thumb|none|400px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:Blops2-RPD-1.jpg|thumb|none|600px|Mason holds a camouflaged RPD as Savimbi's troops storm to victory during the first section of &amp;quot;Pyrrhic Victory.&amp;quot; The RPD model is lifted from ''Modern Warfare 2'', hence the presence of an accessory rail in a level set in the 1980s; Mil-STD-1913, the standard for Picatinny rails, did not exist until 1995.]]&lt;br /&gt;
[[Image:Blops2-RPD-2.jpg|thumb|none|600px|Taking a look at a weapon crate, he finds an unpleasantly camouflaged RPD with a foregrip; strangely, using this attachment switches the handguard on the model to one that appears to be based on that of the Romanian [[AIM]] AK clone.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
==Airtronic RPG-7==&lt;br /&gt;
The [[Airtronic RPG-7]] appears in the future levels as the &amp;quot;futurised&amp;quot; version of the normal RPG-7 used in the past ones. It is simply called &amp;quot;RPG&amp;quot;, and it is fitted with a futuristic warhead seemingly based on the one from ''[[Avengers,_The_(2012)#Airtronic_RPG-7|The Avengers]]''. An Airtronic RPG-7 appears as the 18th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Airtronic RPG7.jpg|thumb|none|400px|Airtronic RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Blops2-FutureRPG-Model.jpg|thumb|none|400px|The in-game Airtronic RPG-7 model (without the rocket).]]&lt;br /&gt;
[[Image:Blops2-FutureRPG-1.jpg|thumb|none|600px|One-off character Farid holds the Airtronic RPG-7. Note that like other rocket launchers it uses the crosshair from the original ''Call of Duty's'' MG42, an art asset that was nine years old when the game came out.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
&lt;br /&gt;
The [[FIM-92 Stinger]] can be unlocked on the loadout screen and is available during the mission in Afghanistan. It is ''very'' inaccurately portrayed as a dual-mode anti-tank / anti-aircraft missile launcher, with an RPG-7 iron sight placed on the folding sight. In anti-tank mode the round can be manually detonated by pressing fire again, while in anti-air mode the weapon will not fire without a lock on. The maximum capacity is twenty launchers, and Stingers are meant to be used as a main weapon throughout &amp;quot;Old Wounds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|400px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Blops2-Stinger-1.jpg|thumb|none|600px|Alex Mason holds his mutant Stinger as he ponders why anyone would do such a cruel and silly thing to an innocent missile launcher.]]&lt;br /&gt;
[[Image:Blops2-Stinger-2.jpg|thumb|none|600px|With the real sight folded down, this RPG-7 sight is used instead, allowing the missile to be fired directly.]]&lt;br /&gt;
[[Image:Blop2-Stinger-3.jpg|thumb|none|600px|Seemingly nobody has told the Stinger it is supposed to be a flimsy metal tube, since it is quite capable of destroying Soviet tanks with a single shot.]]&lt;br /&gt;
[[Image:Blops2-Stinger-4.jpg|thumb|none|600px|Common sense finally prevails as Mason folds the real sight up; this switches the weapon to lock-on mode.]]&lt;br /&gt;
[[Image:Blops2-Stinger-6.jpg|thumb|none|600px|This uses the same reticle as in previous games; unlike ''Modern Warfare 3'' there is no green target box, and ''Black Ops II's'' more dramatic score frequently drowns out the launcher's lock-on tone.]]&lt;br /&gt;
[[Image:Blops2-Stinger-5.jpg|thumb|none|600px|The launcher proves as effective as it is in any ''Call of Duty'' game.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FHJ-18 AA&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
A fictional anti-air launcher, appearing to be a &amp;quot;futurised&amp;quot; [[FIM-92 Stinger]], is available for the 2025 missions and in multiplayer. In multiplayer it can lock on to aircraft and vehicles, while in singleplayer it is only able to lock on to targets which are valid for the Stinger's anti-air mode. It is never found in the campaign, but can be unlocked; however, given its limited range of targets, it is never particularly useful. It is seen being used by Menendez's forces and Menendez himself during &amp;quot;Achilles' Veil.&amp;quot; Interestingly enough, it is named similarly to the Chinese [[FHJ-84]] double-barreled rocket launcher, despite functioning far differently from it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blops2-FHJ18AA-Model.jpg|thumb|none|400px|The in-game &amp;quot;FHJ-18 AA&amp;quot; model.]]&lt;br /&gt;
[[Image:Blops2-Fictionallauncher-2.jpg|thumb|none|600px|Menendez holds a spent &amp;quot;FHJ-18 AA&amp;quot; in &amp;quot;Achilles' Veil&amp;quot; after firing the weapon at an American VTOL.]]&lt;br /&gt;
[[Image:Blops2-Fakelauncher-1.jpg|thumb|600px|none|Mason holds an &amp;quot;FHJ-18 AA&amp;quot; as he curses getting the future's least useful weapon in the magical time travel crate.]]&lt;br /&gt;
&lt;br /&gt;
== GP-30 Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
[[GP-series grenade launcher#GP-30|GP-30 grenade launcher]]s are mounted on Russian weapons equipped with launchers in both the past and future levels; the GP30 is also used by the Galil. The player model no longer has a quadrant sight at all, but is the same model as used in previous games. The in-world model, however, still has its right-mounted quadrant sight. As in previous games, the reload animation includes an incorrect flick of the launcher to eject a spent casing, despite that VOG grenades are built like mortar rounds and are ejected from the launcher in their entirety.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-30 ak-74.jpg|thumb|none|400px|GP-30 grenade launcher mounted on an [[AK-74]] - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[Image:Blops2-GP30-1.jpg|thumb|none|600px|Section reloads the GP-30 mounted under his AN-94. Like in ''Black Ops'' (and unlike the entire ''Modern Warfare'' series), a VOG-25 grenade is correctly used (though modeled somewhat poorly, being quite clearly the Western 40mm round model modified to approximate the shape of a VOG grenade). The reload animation still includes a flick of the launcher to eject a spent casing that should not exist, and this &amp;quot;casing&amp;quot; uses the same model as the live grenade.]]&lt;br /&gt;
[[Image:Blops2-GP30-2.jpg|thumb|none|600px|Mason takes a close look at the GP30 attached to a PDF soldier's Galil; unlike the player model, this still has a right-mounted quadrant sight.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] is held by Jonas Savimbi during the first mission as he rides on a Buffel armored truck, and can be unlocked on the loadout screen by completing challenges. It features a capacity of 24 grenades, double of the real 12, and has no iron sights; the screen simply zooms in when the aim button is pressed. Its grenades are also not affected by gravity, acting more like rockets. The contents of the cylinder are ejected on-screen, but afterwards the weapon is reloaded off-screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:MM1.jpg|thumb|400px|none|MM1 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Blops2-MM1-6.jpg|thumb|none|600px|At the start of the first mission, &amp;quot;Pyrrhic Victory,&amp;quot; a UNITA fighter hands Jonas Savimbi his Hawk MM1 grenade launcher.]] &lt;br /&gt;
[[Image:Blops2-MM1-1.jpg|thumb|none|600px|Savimbi brandishes his Hawk MM1 dramatically as he rides into battle.]]&lt;br /&gt;
[[Image:Blops2-MM1-2.jpg|thumb|none|600px|Amusingly, on trying to fire his MM1 for the first time, Savimbi finds it does not actually work and immediately discards it.]]&lt;br /&gt;
[[Image:Blops2-MM1-3.jpg|thumb|none|600px|One-off player character Woods holds a Hawk MM1 at the start of &amp;quot;Suffer With Me.&amp;quot;]]&lt;br /&gt;
[[Image:Blops2-MM1-4.jpg|thumb|none|600px|His enemies soon discover he takes the level's name very literally.]]&lt;br /&gt;
[[Image:Blops2-MM1-5.jpg|thumb|none|600px|Reloading the MM1: the player character snaps the launcher open, tips out the entire contents of the cylinder, then drops it below the bottom of the screen. There is no actual animation for inserting the new rounds, and it is bought back up closed and fully loaded.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch M320 ==&lt;br /&gt;
&lt;br /&gt;
Most of the future assault rifles will mount [[Heckler &amp;amp; Koch M320]] grenade launchers if a grenade launcher accessory is selected. Unlike the M203, reloading the M320 shows that the ejected casing does have its own model, instead of having a full 40mm grenade standing in for the casing.&lt;br /&gt;
&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:Blops2-M320-1.jpg|thumb|none|600px|Section reloads his SG 556, showing off the M320 grenade launcher mounted under the barrel. Note that the white indicator on the fire selector is pointed in completely the wrong direction.]]&lt;br /&gt;
&lt;br /&gt;
== M203 Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
The [[M203 grenade launcher]] used in this game, unlike most previous entries in the series, has neither a rail attachment point or a removed trigger guard, meaning it is not based on an Airsoft imitation. It is the same model from the first ''Black Ops''. Like all M203 grenade launchers in the COD series, there is no model for a spent casing, and so on reloading an unfired grenade round is dumped out of the launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:Blops2-M203-1.jpg|thumb|none|600px|Mason reloads an FN FAL equipped with an M203 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M360&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
This fictional wrist-mounted grenade launcher is available in all future levels, though it cannot be used in the past levels even when the game has been completed as grenades remain era-specific. The grenades themselves are referred to in menus as &amp;quot;XM31,&amp;quot; but the launcher itself has &amp;quot;M360&amp;quot; printed on it, and also includes a line launcher. Holding the grenade button provides an aiming line; the grenades are typical videogame smart grenades, exploding on contact with enemies or on a timer otherwise.&lt;br /&gt;
&lt;br /&gt;
[[Image:Blops2-M360-1.jpg|thumb|none|600px|Farid aims his &amp;quot;M360&amp;quot; grenade launcher. Note the red aiming line. The device appears to have a detachable magazine at its midpoint, though it is never reloaded in-game.]]&lt;br /&gt;
&lt;br /&gt;
==MGL Mk 1L== &lt;br /&gt;
&lt;br /&gt;
The [[Milkor MGL#MGL Mk 1L|MGL Mk 1L]] is referred to as &amp;quot;War Machine.&amp;quot; It is a killstreak reward in multiplayer; it is never found in the singleplayer campaign and can only be accessed via the loadout screen by completing challenges. It suffers from exactly the same reloading issues as the Taurus Raging Judge.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Blops2-MGL-1.jpg|thumb|600px|none|Fighting his way through the floating city &amp;quot;Colossus,&amp;quot; Section holds an MGL Mk 1L as he admires the results of using it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] uses the same model as in ''Modern Warfare 3''; as before there is no reloading animation, with the entire launcher simply disappearing off-screen, and the weapon can only use the default iron sights despite having a scope rail. The SMAW is only available in the future levels, and apparently has some fictional guided round which can lock on to vehicles and aircraft; cutscenes frequently show SMAW-equipped troops firing the weapons as if they are SAMs. A SMAW appears as the 17th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|400px|none|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:Blops2-SMAW-1.jpg|thumb|600px|none|A US soldier in Strike Force mode holds a SMAW as he prepares for the arrival of a CLAW, hoping that he can remember which one is which when the moment of truth comes.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
The [[RPG-7]] is seen in the past levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Blops2-RPG7-1.jpg|thumb|none|600px|Mason holds an RPG-7 as he ponders whether this is an appropriate weapon to threaten someone with at close range. Note that this is the ''Black Ops'' RPG-7 model, and as in that game the rear sight is mounted backwards.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
&lt;br /&gt;
The same fictional &amp;quot;Valkyrie&amp;quot; MCLOS (Manual Command Line Of Sight) [[SA-14 Gremlin]] seen in ''Black Ops'' turns up during the second half of &amp;quot;Pyrrhic Victory,&amp;quot; and is used to shoot down an attacking Mi-24 Hind gunship. Furthermore, the HUD icon of the SA-14 is used for the campaign version of the &amp;quot;FHJ-18 AA&amp;quot; and the FIM-92A Stinger.&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|400px|none|SA-14 Gremlin launcher - 72mm]]&lt;br /&gt;
[[Image:Blops2-Valkyrie-1.jpg|thumb|600px|none|Mason holds the &amp;quot;Valkyrie&amp;quot; MCLOS SA-14 launcher, finding he suddenly has a lot less boat than he remembered.]]&lt;br /&gt;
[[Image:Blops2-Valkyrie-2.jpg|thumb|600px|none|Having discovered the culprit, the missile must be manually steered to hit the fast-moving Hind. The bar to the right is the missile's fuel gauge; an SA-14 should have a range of around 2.5 miles, but clearly nobody has told the Valkyrie that.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== 40lb Cratering Charge ==&lt;br /&gt;
&lt;br /&gt;
A 40lb Cratering Demolition Charge is used by Mason to block a road leading to the Mujahideen camp during &amp;quot;Old Wounds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:40-lb-cratering-charge.jpg|thumb|none|141px|40lb Cratering Demolition Charges.]]&lt;br /&gt;
[[Image:Blops2-CrateringCharge-1.jpg|thumb|none|600px|Mason sets the Cratering Charge. Precisely where or why he was carrying it in the first place is not clear.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Grenade ==&lt;br /&gt;
&lt;br /&gt;
The future hand grenade is a cross between a [[M67 hand grenade]] and a [[Mk 2 hand grenade]]. Strangely, this is the model used for all grenade pickups, even those in the past levels.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|140px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|140px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Blops 2-Futuregrenade-1.jpg|thumb|none|600px|Mason locates a future grenade, made from condensed future.]]&lt;br /&gt;
&lt;br /&gt;
== M18 smoke grenade ==&lt;br /&gt;
&lt;br /&gt;
[[M18 smoke grenade]]s are often seen on NPCs in the past levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|140px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
== M112 C4 Demolition Charge ==&lt;br /&gt;
&lt;br /&gt;
While the C4 charges which can be picked from the equip screen are fictional, the 40lb Cratering Charge used in &amp;quot;Old Wounds&amp;quot; is primed with four M112 demolition charges.&lt;br /&gt;
&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
&lt;br /&gt;
The [[M18A1 Claymore]] used in the game is a &amp;quot;futurised&amp;quot; version, regardless of which era it is used in.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
== M26 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[M26 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|140px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
&lt;br /&gt;
American NPCs in the past levels frequently have [[M34 White Phosphorous grenade]]s on their chest rigs. As in ''Black Ops'', they are incorrectly shown painted green, which was not done in real life before the adoption of NATO STANAG 2321 in 1987: period M34 grenades should be white.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|140px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[Image:Blops2-M34-1.jpg|thumb|none|600px|Hudson stops during a mandatory stealth section in &amp;quot;Pyrrhic Victory&amp;quot; as Mason carries an injured Woods, an M34 grenade clearly visible under Hudson's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
In cutscenes set in the past the most commonly used grenade is the [[M67 hand grenade]]; a young Menendez uses an M67 partway through &amp;quot;Pyrrhic Victory&amp;quot; and a decision by Woods to throw one during &amp;quot;Time and Fate&amp;quot; has major repercussions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|140px|M67 hand grenade]]&lt;br /&gt;
[[Image:Blops2-M67-1.jpg|thumb|none|600px|Mason's attempt to take a young Menendez hostage takes a turn for the worse as he flicks the pin from an M67 hand grenade Mason somehow did not notice him carrying.]]&lt;br /&gt;
&lt;br /&gt;
== M83 smoke grenade ==&lt;br /&gt;
&lt;br /&gt;
Soldiers in the future levels have [[M83 smoke grenade]]s rather than the M18s seen in the past levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:M87.JPG|thumb|none|140px|M83 smoke grenade]]&lt;br /&gt;
[[Image:Blops2-M83-1.jpg|thumb|none|600px|Section takes some time out from his allegedly urgent escape to check over a dead PMC soldier, finding two M83 smoke grenades on his chest rig.]]&lt;br /&gt;
&lt;br /&gt;
== M84 stun grenade ==&lt;br /&gt;
&lt;br /&gt;
The future &amp;quot;flashbang&amp;quot; is a dressed-up [[M84 stun grenade]], which becomes a completely normal M84 body after detonating.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|140px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
== Mecar M72 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[Mecar M72 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:325 products mecar 05 JPG 150 150.jpg|thumb|none|140px|Mecar M72 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Blops2-Mecar-1.jpg|thumb|none|600px|A Mecar M72 is visible to the right of the RGD-5 grenade on Woods' chest as Mason realises the Matrix has him.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 offensive hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[MK3 offensive hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|140px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[Image:Blops2-Mk3-1.jpg|thumb|none|600px|A MK3 offensive hand grenade is clearly visible on Hudson's chest as he and Mason unwisely discuss their daring escape before actually finishing it.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Nightingale&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Nightingale&amp;quot; is a grenade only available in the singleplayer mission &amp;quot;Suffer With Me,&amp;quot; and uses the same model as the Decoy Grenade from ''Black Ops''. It appears to be an improvised device made using rifle bullets and some kind of clockwork striker array to set them off, making it bounce around and produce gunfire sounds.&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
[[RGD-5 hand grenade]]s can be seen on the chest rigs of various NPCs during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|140px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Blops2-RGD5-1.jpg|thumb|none|600px|An RGD-5 grenade is visible among Woods' gear as he complains about the inexplicable presence of sand in Afghanistan.]]&lt;br /&gt;
&lt;br /&gt;
== VIS-1.6 anti-tank mine ==&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Old Wounds&amp;quot; the access kit perk allows recovery of a cache of VIS-1.6 anti-tank mines. These can be planted in the path of attacking Soviet tanks and APCs; Mason simply tosses them on the ground without burying them.&lt;br /&gt;
&lt;br /&gt;
[[Image:VIS-16-inert.jpg|thumb|none|400px|Inert Products LLC '''replica''' of a VIS-1.6 blast-resistant anti-tank mine]]&lt;br /&gt;
[[Image:Blops2-Mine-1.jpg|thumb|none|600px|Mason finishes cutting the chains off the mine box. Note the box is labelled as containing American-made M1 mines.]]&lt;br /&gt;
[[Image:Blops2-Mine-2.jpg|thumb|none|600px|He soon discovers this is rather wide of the mark, since the box contains VIS-1.6 mines.]]&lt;br /&gt;
[[Image:Blops2-Mine-3.jpg|thumb|none|600px|Not one to look a gift mine in the mouth, Mason is soon merrily placing mines in the path of a careless BTR.]]&lt;br /&gt;
&lt;br /&gt;
= Mounted Weapons =&lt;br /&gt;
&lt;br /&gt;
== Browning M2HB ==&lt;br /&gt;
&lt;br /&gt;
[[Browning M2HB]]s can be seen mounted on technicals at various points during the campaign; strangely, those seen in the past levels are the model from ''[[Modern Warfare 2]]'' which has no belt or ammo box, and not the more detailed version seen in ''[[Modern Warfare 3]]''. The M2s mounted on SOC-T buggies seen in &amp;quot;Fallen Angel&amp;quot; also lack any ammunition supply. However, the technicals seen in &amp;quot;Cordis Die&amp;quot; have a different M2 model with an ammo box.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:Blops2-M2-2.jpg|thumb|none|600px|While on his way to Menendez's mansion, Mason deals with an enemy technical, and stops to admire his prize.]]&lt;br /&gt;
[[Image:Blops2-M2-1.jpg|thumb|none|600px|Using videogame logic, he correctly determines that if a weapon isn't loaded to begin with it can't run out of ammo, and is soon merrily blasting away using his invisible thumbs to operate the trigger.]]&lt;br /&gt;
&lt;br /&gt;
== DShK ==&lt;br /&gt;
&lt;br /&gt;
[[DShK heavy machine gun]]s can be seen mounted on vehicles during the past levels, including Savimbi's Buffel armoured trucks and a series of militia patrol boats.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:Blops-DshK-1.jpg|thumb|none|600px|Mason mans a DShK as a series of Russian-made patrol boats attack his barge.]]&lt;br /&gt;
&lt;br /&gt;
== General Dynamics GAU-19/A ==&lt;br /&gt;
&lt;br /&gt;
A variant of the [[General Dynamics GAU-19/A]] used as &amp;quot;Death Machine&amp;quot; is also seen in sentry gun mountings, used by enemies in the singleplayer future levels and controllable by the player in some Strike Force missions. It is also available as a Scorestreak reward in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:Blops2-Sentry-1.jpg|thumb|600px|none|The player character in multiplayer admires his sentry gun.]]&lt;br /&gt;
[[Image:Blops2-Sentry-2.jpg|thumb|600px|none|Section takes a much dimmer view of sentry guns, since they are usually trying to murder him.]]&lt;br /&gt;
[[Image:Blops2-Sentry-3.jpg|thumb|600px|none|Controlling a sentry in Strike Force mode gives this view, despite that the rig's camera is mounted below and to the right of the barrels...]]&lt;br /&gt;
[[Image:Blops2-Sentry-4.jpg|thumb|600px|none|..while controlling one in multiplayer gives this equally impossible view from halfway along the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The [[M61 Vulcan#General Dynamics M197 Vulcan|M197 Vulcan]] cannon can be seen on a drone in &amp;quot;Celerium&amp;quot; where it is stated to be 40mm despite clearly not being big enough. It is also the chin armament of the &amp;quot;Stealth Chopper&amp;quot; which can be called in by a Scorestreak in multiplayer, a fictional helicopter based on the RAH-66 Commanche.&lt;br /&gt;
&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:Blops2-M197-1.jpg|thumb|none|600px|The &amp;quot;Stealth Chopper&amp;quot; aims its M197 Vulcan during a rare moment of not flying like a drunk in a hurricane.]]&lt;br /&gt;
[[Image:Blops2-M197-2.jpg|thumb|none|600px|In Theatre mode, a better look at the helicopter can be had.]]&lt;br /&gt;
&lt;br /&gt;
== General Electric GAU-8/A Avenger ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Warthog&amp;quot; Scorestreak in multiplayer allows the player to call in a fictional futuristic version of the A-10 Thunderbolt II ground attack aircraft; like the real thing, this is armed with a [[General Electric GAU-8/A Avenger]] gatling gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[Image:Blops2-GAU8-1.jpg|thumb|none|600px|The player character in multiplayer admires the result of a good Scorestreak as his pet ground attack aircraft deals with the competition.]]&lt;br /&gt;
[[Image:Blops2-GAU8-2.jpg|thumb|none|600px|The futuristic A-10 makes another pass, firing its GAU-8/A.]]&lt;br /&gt;
[[Image:Blops2-GAU8-3.jpg|thumb|none|600px|The post-match Theatre mode allows a closer look at the &amp;quot;futurised&amp;quot; A-10 model, as well as leading to questions about just how many blast deflectors the carrier thinks it needs.]]&lt;br /&gt;
&lt;br /&gt;
== General Electric M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
Non-handheld [[GE M134 Minigun]]s are seen mounted on CLAW vehicles and MH-6 &amp;quot;Little Bird&amp;quot; helicopters.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Blops2-M134-1.jpg|thumb|none|600px|The player character in Strike Force mode, having failed to teach his CLAW the meaning of personal space, admires its M134 minigun. Note that it has no ammo source. The device on the CLAW's side is a flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
== Gryazev-Shipunov GSh-23 ==&lt;br /&gt;
&lt;br /&gt;
Throughout &amp;quot;Old Wounds,&amp;quot; Soviet MiG-23 &amp;quot;Flogger&amp;quot; attack aircraft can be seen making bombing runs, armed with a [[Gryazev-Shipunov GSh-23]] cannon.&lt;br /&gt;
&lt;br /&gt;
[[Image:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
[[Image:Blops2-Fencer-1.jpg|thumb|none|600px|The Soviet Union immediately regretted establishing Amateur Pilot Day.]]&lt;br /&gt;
&lt;br /&gt;
== Gryazev-Shipunov GSh-30-2 ==&lt;br /&gt;
&lt;br /&gt;
The same conglomerate of Mi-35M and Mi-24P seen in ''[[Call of Duty: Modern Warfare 3|Modern Warfare 3]]'' appears again, this time menacing Mason, Woods, and Hudson in Angola and the Mujahideen in Afghanistan. As before, all Hinds in ''Black Ops II'' are armed with both a [[Gryazev-Shipunov GSh-30-2|GSh-30-2]] twin gun mounted on the fuselage and a chin mounted [[Yakushev-Borzov Yak-B|Yak-B]] gatling gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 automatic cannon with unfired rounds - 30x165mm]]&lt;br /&gt;
[[Image:Blops2-Gsh30-1.jpg|thumb|none|600px|As the Soviet army pushes towards the Mujahideen base in &amp;quot;Old Wounds,&amp;quot; Mason orders &amp;quot;one last display of courage,&amp;quot; leading to a charge as Soviet aircraft fly overhead. This includes Hinds, which as in ''MW3'' are the version of the Hind only known to young modelmakers who decide to put all the guns on.]]&lt;br /&gt;
&lt;br /&gt;
== Kalashnikov PKT ==&lt;br /&gt;
&lt;br /&gt;
Soviet T-55 and T-62 tanks seen during the campaign have coaxial openings for their [[PK Machine Gun|PKT machine guns]], as do T-72s found in the multiplayer map &amp;quot;Standoff.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|400px|none|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
== KPV Heavy Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
Four [[KPV heavy machine gun]]s in a ZPU-4 quad AA mounting can be seen on a roof in &amp;quot;Suffer With Me;&amp;quot; the five-man weapon is operated by a single gunner, who can be killed to complete one of the level's challenges.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]&lt;br /&gt;
[[Image:Blops2-ZPU-1.jpg|thumb|none|600px|Woods sights up the gunner of the ZPU, who, in addition to his AA gun, is apparently in possession of the dreaded levitating FAL.]]&lt;br /&gt;
&lt;br /&gt;
== KPVT heavy machine gun ==&lt;br /&gt;
&lt;br /&gt;
Soviet BTR-60 APCs seen in &amp;quot;Old Wounds&amp;quot; mount [[KPV heavy machine gun|KPVT heavy machine guns]] in their turrets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[Image:Blops2-BTR-1.jpg|thumb|none|600px|Mason sights up a BTR-60 in &amp;quot;Old Wounds&amp;quot; with his futuristic SAM, the BTR looking distinctly unimpressed as Mason belatedly realises that he can't fool this SAM into blowing up tanks.]]&lt;br /&gt;
[[Image:Blops2-BTR-3.jpg|thumb|none|600px|At the end of the mission the Soviet army commences one final push, with Mason watching through binoculars as the last assault begins. Note the frontal hull of the BTR-60, distinguishing it from later versions.]]&lt;br /&gt;
[[Image:Blops2-BTR-2.jpg|thumb|none|600px|Mason and the Mujahideen determine that charging tanks and aircraft with horses is in some way a good idea and ride for Kravchenko's giant silly land battleship, the BTR on the right firing its gun as the one on the left is destroyed by a stray bolt of logic.]]&lt;br /&gt;
&lt;br /&gt;
== Kurzer 8 cm Granatwerfer 42 ==&lt;br /&gt;
&lt;br /&gt;
The Kz 8cm GrW 42 mortar model, which dates way back to ''[[Call of Duty 2]]'', returns once again, this time used by mortar crews in the first level of the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[Image:Blops2-GermanMortar-1.jpg|thumb|none|600px|Mason, holding a heinously blinged-out MP5, examines an enemy Kz 8cm GrW 42 mortar after eliminating the crew. At the time of the game's release, this model was just over seven years old.]]&lt;br /&gt;
&lt;br /&gt;
== M61 Vulcan ==&lt;br /&gt;
&lt;br /&gt;
[[M61 Vulcan]] cannons in Block 1B Phalanx installations can be seen mounted on the USS ''Barack Obama'' during the mission &amp;quot;Odysseus.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B with improved barrels and FLIR - 20x102mm]]&lt;br /&gt;
[[Image:Blops2-Phalanx-1.jpg|thumb|none|600px|Section looks up at two of the USS ''Barack Obama's'' Block 1B Phalanx guns firing on attacking PMC forces during the mission &amp;quot;Odysseus;&amp;quot; note the FLIR pod on the side of the radome.]]&lt;br /&gt;
&lt;br /&gt;
== MAS AA-52 NF-1 ==&lt;br /&gt;
&lt;br /&gt;
[[MAS AA-52]] NF-1 machine guns are seen in coaxial mounts alongside the GIAT F1 90mm guns of Savimbi's Eland armoured cars in the first mission.&lt;br /&gt;
&lt;br /&gt;
[[File:AAT-52 Char HMG.jpg|thumb|400px|none|MAS AAT-52 Char - 7.5x54mm French. The vehicles in the game use the 7.62x51mm NF-1 variant.]]&lt;br /&gt;
[[Image:Blops2-Eland-1.jpg|thumb|600px|none|Mason takes a little time out from the hectic battle to admire one of Jonas Savimbi's Eland armoured cars, armed with a 90mm GIAT F1 cannon. The muzzle of the MAS AA-52 NF-1 coaxial machine gun is visible to the right of the main gun.]]&lt;br /&gt;
&lt;br /&gt;
== Metal Storm Redback RWS ==&lt;br /&gt;
&lt;br /&gt;
The fictional &amp;quot;Assault Sentry Drone&amp;quot; (&amp;quot;Autonomous Ground Robot&amp;quot; in multiplayer) tracked UCVs mount a [[Metal Storm Weapons|Metal Storm Redback RWS]] four-barrel repeating grenade launcher in a module on their right-hand side. This is incorrectly depicted as an ordinary machine gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:MS Redback.jpg|thumb|none|400px|Metal Storm Redback RWS - 40mm]]&lt;br /&gt;
[[Image:Blops2-Redback-2.jpg|thumb|none|600px|Section looks over an Assault Sentry Drone (ASD) with a Redback RWS during the mission &amp;quot;Karma;&amp;quot; these white-painted ASDs are part of the security force of &amp;quot;Colossus,&amp;quot; a floating city in the Cayman Islands.]]&lt;br /&gt;
[[Image:Blops2-Redback-1.jpg|thumb|none|600px|During the Strike Force missions it is possible to control an ASD directly, which provides a good view of the little robot's armament.]]&lt;br /&gt;
&lt;br /&gt;
== NSV-T Heavy Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
Low-detail [[NSV heavy machine gun|NSV-T heavy machine guns]] can be seen mounted on abandoned T-72 tanks in the multiplayer map &amp;quot;Standoff.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:NSVTMG.jpg|thumb|none|400px|NSV-T heavy machine gun mounted on a Ukranian T-84 - 12.7x107mm]]&lt;br /&gt;
[[Image:Blops2-NSVT-1.jpg|thumb|none|601px|The player character in multiplayer looks over the ridiculously misproportioned NSV-T of a parked T-72.]]&lt;br /&gt;
&lt;br /&gt;
== RPD Light Machine Gun (mounted) ==&lt;br /&gt;
&lt;br /&gt;
Mounted [[RPD]]s are a frequent sight in the 1980s levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg‎|thumb|none|400px|RPD Light Machine Gun - 7.62x39mm]]&lt;br /&gt;
[[Image:Blops2-MountRPD-1.jpg|thumb|none|600px|Woods locates a mounted RPD in &amp;quot;Suffer With Me,&amp;quot; wondering what manner of incredible glue technology has been used to achieve this.]]&lt;br /&gt;
[[Image:Blops2-MountRPD-2.jpg|thumb|none|600px|Per FPS rules, mounting an RPD somehow removes its need for either reloading or ammunition.]]&lt;br /&gt;
&lt;br /&gt;
== Type 1130 CIWS ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer map &amp;quot;Carrier&amp;quot; is set on the deck of Chinese supercarrier, which appears to be based on the ''Liaoning'' (CV-16 of the People's Liberation Army Navy (this is not a typo) Surface Force), formerly the ''Admiral Kuznetsov''-class carrier ''Varyag''. Multiple Type 1130 30mm 11-barrel CIWS installations can be seen on the deck as opposed to the three installations around the perimeter that the real ship has; these are equipped with their radar, but for some reason do not have the sensor pod which should be mounted on the right of the installation. Most likely it is because in all photographs of ''Liaoning'' available at the time, the pod was covered with a tarp, and the designers did not realise it was concealing part of the installation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type1130.jpg|thumb|none|400px|Type 1130 11-barrel CIWS installation on Chinese carrier ''Liaoning'' - 30mm. Note the green tarp covering the sensor pod next to the fire control radar.]]&lt;br /&gt;
[[Image:Blops2-1130-1.jpg|thumb|none|600px|The player character in multiplayer looks over one of the Chinese carrier's Type 1130 CIWS installations as he wonders how the carrier deck came to be colonised by a group of small, completely useless huts.]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
&lt;br /&gt;
Soviet Hind helicopters are armed with a chin-mounted [[Yakushev-Borzov Yak-B]] four-barrel gatling. As in ''Modern Warfare 3'', it is necessary to get very close to a Hind to see the four openings in the rectangular gun, but they are present.&lt;br /&gt;
&lt;br /&gt;
[[Image:YakB-12.7.jpg|thumb|none|400px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[Image:Blops2-YakB-1.jpg|thumb|none|600px|Savimbi, clearly not able to contain all his awesomeness in the first part of &amp;quot;Pyrrhic Victory,&amp;quot; rides to the rescue at the end of the second in a hybrid Hind.]]&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
Two crossbow weapons can be acquired in singleplayer by completing 5 challenges in the mission &amp;quot;Karma,&amp;quot; one of them also appearing in multiplayer. Both fire explosive bolts: one is the manually loaded weapon from the first ''Black Ops'', while the second is a reverse-draw crossbow which resembles a Barnett BC Raptor. The whole rear of the latter weapon is a reworked and retextured version of the [[Remington ACR]] player model from ''Modern Warfare 3'' though the fire selector has been moved from the risky &amp;quot;double extra auto&amp;quot; setting to &amp;quot;safe.&amp;quot; This version is somehow fed from a small magazine, which doubles as the handguard, and in multiplayer has the even more unfathomable ability to fire three bolts at once with the correct attachment. This crossbow (unmodified) is the 19th weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
The ''Black Ops'' crossbow is similarly a new front end on an existing weapon model: specifically, it is the extensively chopped-up rear receiver of the [[M60 machine gun]] in-world or create-a-class model from either ''Call of Duty 4'' or ''Black Ops'' itself, with the stock mutated into a very basic rifle-style stock. This part of the weapon is only really visible on the menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem ACR.jpg|thumb|none|400px|Remington ACR with 14.5-inch barrel and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Blops2-Crossbow-1.jpg|thumb|none|600px|The ''Black Ops'' crossbow, now called the &amp;quot;Manual Crossbow.&amp;quot; At full size, it has what looks like part of an AR carry handle at the rear: this is actually the remains of the belt feed opening from the M60 model.]]&lt;br /&gt;
[[Image:Blops2-Crossbow-2.jpg|thumb|none|600px|The new repeating crossbow.]]&lt;br /&gt;
[[Image:Blops2-Crossbow-3.jpg|thumb|none|600px|Mason holds the new crossbow as he contemplates a nearby wall. At full size it is easy to distinguish the rear section has an ACR mag release and, as in ''MW3'', has the fire selector markings of a civilian semi-only variant.]]&lt;br /&gt;
&lt;br /&gt;
==Paintball Guns==&lt;br /&gt;
A store display of paintball guns can be seen in the map &amp;quot;Rush&amp;quot; from the Vengeance DLC. The models shown are the [[Air Guns#Tippmann 98 Custom|Tippmann 98 Custom]], the Tippmann X7 X36 and probably a variant of the Dye Matrix. The map also has multiple images of a figure with what appears to be a fictional paintball TAR-21.&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
[[Image:Blops2-Paintball.jpg|thumb|none|600px|The Tippmann X7 X36 guns are on the right, while the Dye Matrix-looking variants are at the bottom left.]]&lt;br /&gt;
&lt;br /&gt;
== Raytheon Silent Guardian ADS ==&lt;br /&gt;
&lt;br /&gt;
A futuristic man-portable version of Raytheon's now-cancelled Silent Guardian Active Denial System, called the &amp;quot;Guardian ADS,&amp;quot; can be chosen as a Scorestreak reward in multiplayer. It projects a microwave field which incapacitates and eventually kills any enemies who enter.&lt;br /&gt;
&lt;br /&gt;
[[Image:SilentGuardian.jpg|thumb|none|350px|Raytheon Silent Guardian Active Denial System]]&lt;br /&gt;
[[Image:Blops2-Guardian-1.jpg|thumb|none|600px|The player character in multiplayer looks over his Silent Guardian, glad technology has progressed to the point he does not have to haul a 10,000 pound transmitter and generator assembly around with it.]]&lt;br /&gt;
&lt;br /&gt;
== SDU-5/E Marker Distress Light ==&lt;br /&gt;
&lt;br /&gt;
While not actually a weapon at all, this portable IR strobe is used as a grenade in &amp;quot;Suffer With Me,&amp;quot; allowing fire to be called down from an orbiting AC-130 gunship. The version in the game is a retextured version of ''Black Ops''' &amp;quot;Tactical Insertion&amp;quot; device, swapping the incorrect olive drab colour scheme (which was the colour of the SDU-5/E's FG1C flash guard case, not the device itself) for a still-incorrect black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orange-beacon-2.jpg|thumb|none|400px|SDU-5/E Marker Distress Light]]&lt;br /&gt;
[[Image:Orange-beacon-3.JPG|thumb|none|400px|SDU-5/E Marker Distress Light in FG1C flash guard case]]&lt;br /&gt;
[[Image:Blops2-strobe-1.jpg|thumb|none|600px|As Woods encounters the SDU-5/E, Mason decides to be extremely rude to it. Note that it has the raised base of the flash guard case, but still has the switch and battery cover on the base of the device itself visible.]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Titus 6&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A fictional weapon which resists conventional classification, the Titus-6 is a combination weapon combining a three-round burst explosive flechette launcher and a two-round burst shotgun. Visually the upper barrel and stock appear to be loosely based on a [[Steyr AUG A3]], with an underbarrel shotgun very slightly resembling an [[M26 MASS]] with the magazine slanted backwards.&lt;br /&gt;
&lt;br /&gt;
[[Image:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Blops2-Titus-2.jpg|thumb|none|600px|Section holds a &amp;quot;Titus-6&amp;quot; as he looks over a grounded drone helicopter. The scope is unfolded, indicating the weapon is in flechette mode.]]&lt;br /&gt;
[[Image:Blops2-Titus-3.jpg|thumb|none|600px|Reloading the Titus-6's flechette barrel. The tiny drum holds just three rounds and the weapon fires a three-round burst, meaning it must be reloaded every time it is fired. This is a slight clue that this is not a practical weapon system.]]&lt;br /&gt;
[[Image:Blops2-Titus-5.jpg|thumb|none|600px|Switching to the shotgun barrel changes the weapon's displayed name to &amp;quot;Titus-6 Buckshot,&amp;quot; folds down the reflex optic for no apparent reason, and prevents the use of the aim button.]]&lt;br /&gt;
[[Image:Blops2-Titus-4.jpg|thumb|none|600px|Reoading the Titus' lower barrel.]]&lt;br /&gt;
[[Image:Blops2-Titus-1.jpg|thumb|none|600px|Section looks at a Titus-6 on the ground; note the AUG-like upper body and stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Terminator_2:_Judgment_Day&amp;diff=1303805</id>
		<title>Terminator 2: Judgment Day</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Terminator_2:_Judgment_Day&amp;diff=1303805"/>
		<updated>2019-10-28T16:04:50Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = ''Terminator 2: Judgment Day'' &lt;br /&gt;
|picture = Terminator_2_Poster.jpg&lt;br /&gt;
|caption = ''Theatrical Release Poster''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = [[James Cameron]]&lt;br /&gt;
|date= 1991&lt;br /&gt;
|language = &lt;br /&gt;
|studio=Carolco Pictures&lt;br /&gt;
|distributor=Carolco Pictures&lt;br /&gt;
|character1=The Terminator (T-800)&lt;br /&gt;
|actor1=[[Arnold Schwarzenegger]]&lt;br /&gt;
|character2=Sarah Connor&lt;br /&gt;
|actor2=[[Linda Hamilton]]&lt;br /&gt;
|character3=John Connor&lt;br /&gt;
|actor3=[[Edward Furlong]]&lt;br /&gt;
|character4=T-1000&lt;br /&gt;
|actor4=[[Robert Patrick]]&lt;br /&gt;
|character5=Miles Dyson&lt;br /&gt;
|actor5=[[Joe Morton]]&lt;br /&gt;
|character6=SWAT team leader&lt;br /&gt;
|actor6=[[Dean Norris]]&lt;br /&gt;
|character7=Enrique&lt;br /&gt;
|actor7=[[Castulo Guerra]]&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
'''''Terminator 2: Judgment Day''''' is the 1991 sequel to ''[[The Terminator]]''. The second installment in ''[[Terminator|The Terminator]]'' film series was co-written and helmed by original ''[[Terminator]]'' director [[James Cameron]] and [[Arnold Schwarzenegger]] returns as a different Terminator, this time reprogrammed and sent back to present day to protect the future leader of the Resistance from a new and more terrifying threat. Schwarzenegger would star again as the Terminator in a second sequel, 2003's ''[[Terminator 3: Rise of the Machines]]'' and aside from a cameo via CGI in 2009's ''[[Terminator Salvation]]'', would not return to the world of ''The Terminator'' until 2015's ''[[Terminator: Genisys]]''.  In 2019, Schwarzenegger would once again be back in ''[[Terminator: Dark Fate]]'', the feature film which also would mark the return of [[James Cameron]], this time as producer as well as [[Linda Hamilton]] as Sarah Connor.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Terminator 2: Judgment Day|Discussion]] section for some interesting and detailed non-gun-related trivia on the film.'''&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester 1887==&lt;br /&gt;
Upon arriving in the present (believed to be 1995 in the film), the Terminator T-800 Model 101 ([[Arnold Schwarzenegger]]) enters a biker bar and takes the clothes and firearm off a biker. As he prepares to leave on the biker's Harley Fatboy, the T-800 is confronted by the bar owner ([[Peter Schrum]]), who fires a warning shot from his sawed-off [[Winchester Model 1887|Winchester 1887]]. The Terminator coolly walks over and snatches the gun from his hand. The Terminator keeps the gun as his main weapon for a good portion of the film until he comes upon Sarah Connor's ([[Linda Hamilton]]) armory, where superior weapons are at his disposal.&lt;br /&gt;
&lt;br /&gt;
Three versions of the gun were used during filming. The first was the iconic &amp;quot;Rosebox Shotgun&amp;quot; with a sawed off barrel and stock and the trigger guard cut out. This is the gun seen through most of the film. The second version had a large lever loop so the gun could be flip cocked one-handed while riding a motorcycle (similar to the actions seen in ''[[True Grit (1969)|True Grit]]'' and ''[[Rifleman, The|The Rifleman]]'') - James Cameron says in the commentary how Arnold accidentally picked up the wrong shotgun and tried to flip cock it and nearly broke three fingers. The third gun was the rubber prop gun for stunt work. Despite having a five round tube magazine plus one in the chamber, the gun is often shown firing seven or eight rounds before reloading. It is possible to &amp;quot;hot-load&amp;quot; the gun to hold seven rounds by placing a round directly on the carrier after loading five into the magazine and then another round on top, so that closing the action will chamber said round. Doing so is fairly risky, as closing the action too quickly can discharge the gun.&lt;br /&gt;
&lt;br /&gt;
Since Winchester had stopped producing the Winchester 1887 shotgun before the film, the armorers had to find pristine condition guns which were no longer in production! The guns in the film are indeed genuine Winchester shotguns and not a foreign copy such as the Norinco YL1887L (which wasn't released until 2002) or any of the Aldo Uberti copies (they weren't producing an 1887 shotgun at the time). The report of the shotgun is said to be two cannons firing at once, or a mixture of a rifle, a cannon and a lion's roar.&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;
[[Image:Win1887shotgunT2.jpg|thumb|none|450px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]]&lt;br /&gt;
[[Image:T2heroShotgun1.jpg‎|thumb|none|450px|Another angle of the sawed-off large-lever loop Winchester 1887 used by [[Arnold Schwarzenegger]] in the movie. This is the one on the right in the picture below.]]&lt;br /&gt;
[[Image:ShotgunsT2props.jpg|thumb|none|450px|The three prop Winchester 1887 shotguns used in the film. The one on the left is the &amp;quot;Rosebox Shotgun&amp;quot;, the one in the center is the rubber stunt prop, and the one to the right is the large lever loop shotgun for one-handed flip cocking.]]&lt;br /&gt;
[[Image:T2JDWin1887-2.jpg|thumb|none|601px|The Terminator takes the shotgun from the bar owner ([[Peter Schrum]]).]]&lt;br /&gt;
[[Image:T2JDWin1887-4.jpg|thumb|none|600px|The Terminator protects John Connor ([[Edward Furlong]]) from the T-1000's ([[Robert Patrick]]) bullet barrage. Note the Winchester &amp;quot;RA&amp;quot; (Repeating Arms) insignia on the receiver.]]&lt;br /&gt;
[[Image:T2JDWin1887-6.jpg|thumb|none|601px|The Terminator ([[Arnold Schwarzenegger]]) flip-cocks his Winchester 1887.]]&lt;br /&gt;
[[Image:T2JDWin1887-7.jpg|thumb|none|600px|The Terminator fires his Winchester 1887 shotgun at the T-1000 as he pursues John with a Freightliner truck.]]&lt;br /&gt;
[[Image:T2JDWin1887-10.jpg|thumb|none|601px|The Terminator chambers a live round after the Freightliner truck blows up from gas leakage and an electrical spark (which in reality wouldn't happen like that with Diesel fuel).  Shortly thereafter in a nearby alleyway the Terminator ejects a shell and it makes the distinctive sound of an empty shell when it hits the pavement.]]&lt;br /&gt;
[[Image:T2JDWin1887-11.jpg|thumb|none|601px|The Terminator shoots the T-1000 in the mental hospital. Note how the Stan Winston prop is already falling apart before it is shot.]]&lt;br /&gt;
[[Image:T2JDWin1887-13.jpg|thumb|none|601px|John reloads the Terminator's shotgun in the backseat of a stolen police cruiser. Since this film was back in the good old days when you could tell a shotgun shell by its color, these rounds are clearly slugs.]]&lt;br /&gt;
[[Image:T2JDWin1887-15.jpg|thumb|none|601px|The Terminator shoots the T-1000 off the back of their car.]]&lt;br /&gt;
[[Image:T2JDWin1887-16.jpg|thumb|none|601px|The Terminator ([[Arnold Schwarzenegger]]) points his 1887 shotgun at Enrique ([[Castulo Guerra]]).]]&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
[[Image:T2JDWin1887-17special.jpg|thumb|none|400px|Director [[James Cameron]] fires the large lever 1887 shotgun.]]&lt;br /&gt;
[[Image:T2JDWin1887-18special.jpg|thumb|none|400px|''&amp;quot;The Rifleman would be proud.&amp;quot;'']]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Police Combat with Folding Stock==&lt;br /&gt;
Near the end of the film, Sarah Connor ([[Linda Hamilton]]) engages the T-1000 using a [[Remington 870 Folding Stock|Remington 870 Police Combat with Folding Stock]] she took from a SWAT van, outfitted with a high-capacity magazine tube and a spare shotshell holder on the stock, each shot knocking her opponent progressively closer to the pit of molten steel in the mill, until running out of ammo, frustratingly close to knocking the T-1000 into the pit. One of the police officers outside Cyberdyne is also seen using one.&lt;br /&gt;
[[Image:Remington870LONGFolder.jpg|thumb|none|500px|Remington 870 Folding Stock with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:T2JDRem870folder-1.jpg|thumb|none|601px|A police officer takes cover from the Minigun barrage with a Remington 870 Police Combat folder in hand.]]&lt;br /&gt;
[[Image:T2JDRem870folder-2.jpg|thumb|none|601px|Sarah takes one of the two Remington 870 folders out of the SWAT van.]]&lt;br /&gt;
[[Image:T2JDRem870folder-3.jpg|thumb|none|601px|Sarah loads a slug into her Remington 870 folder as the T-1000 approaches.]]&lt;br /&gt;
[[Image:T2JDRem870folder-4.jpg|thumb|none|601px|Sarah ([[Linda Hamilton]]) shoots the T-1000 with the 870 folder. This is kind of an awkward way to hold it, but she had to quickly chamber a shell and fire as the T-1000 was approaching.]]&lt;br /&gt;
[[Image:T2JDRem870folder-6.jpg|thumb|none|601px|Sarah tries to load another round into her 870 but the T-1000 stops her.]]&lt;br /&gt;
[[Image:T2JDRem870folder-7.jpg|thumb|none|601px|Sarah picks up the 870 after the T-1000 starts to fight with the T-800 instead. A notable piece of continuity in this scene involves the number of rounds Sarah has left - before being overpowered and disarmed by the T-1000, Sarah drops one shell trying to reload, chambers another (but never gets the chance to fire it), and in this shot five more are visible in the shotshell holder atop the gun, making for a total of seven rounds. Later, when she fires on the T-1000 and almost knocks it into the pit, she does indeed discharge seven rounds before running dry.]]&lt;br /&gt;
[[Image:T2JDRem870folder-9.jpg|thumb|none|601px|''&amp;quot;Get out of the way, John!&amp;quot;'' &amp;lt;BR&amp;gt; Sarah shoots the T-1000 when he tries to imitate her to lure John to him. [[Linda Hamilton]]'s twin sister Leslie Hamilton Gearren played the role of the imitator.]]&lt;br /&gt;
[[Image:T2JDRem870folder-10.jpg|thumb|none|601px|Sarah continues to fire at the T-1000 with her Remington 870 folder. This is blank flame.]]&lt;br /&gt;
[[Image:T2JDRem870folder-11.jpg|thumb|none|601px|The gun clicks empty with the T-1000 just inches from the ledge.]]&lt;br /&gt;
===Special===&lt;br /&gt;
[[Image:T2JDRem870folder-12special.jpg|thumb|none|400px|[[Linda Hamilton]] fires a Remington 870 folder during weapons training.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
Enrique ([[Castulo Guerra]]) is seen carrying a [[Mossberg 590]] shotgun when Sarah, John, and the Terminator arrive at his home in the Mojave desert. Later on, a SWAT officer is seen firing a 590 at the SWAT van Sarah, John, and The Terminator use to escape from Cyberdyne in.  &lt;br /&gt;
[[Image:Mossberg590.jpg|thumb|none|500px|Mossberg 590 with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:T2JDMossberg590-1.jpg|thumb|none|600px|Enrique jumps out with his Mossberg 590 at the ready.]]&lt;br /&gt;
[[Image:T2JDMossberg590-2.jpg|thumb|none|600px|Enrique with his Mossberg. Note the Vietnam Era M1955 USMC vest.]]&lt;br /&gt;
[[Image:T2JDMossberg590-3.jpg|thumb|none|600px|Enrique ([[Castulo Guerra]]) with his Mossberg 590.]]&lt;br /&gt;
[[Image:T2JDMossberg590-4.jpg|thumb|none|601px|A SWAT officer fires his Mossberg 590 at the SWAT van.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard Model K-1200 Riot Standard==&lt;br /&gt;
Several [[High Standard Flite King Shotgun Series|High Standard K-1200 Riot Standard Model Shotguns]] are seen in the Mojave Desert armory. The Terminator is seen carrying a few out.&lt;br /&gt;
[[Image:HighStandardK120Shotgun.jpg|thumb|none|500px|High Standard FLITE KING K-1200 Riot '''Standard''' Model (Catalog #8111) - 12 gauge]]&lt;br /&gt;
[[Image:T2JDM16A1-AKM-Win1300.jpg|thumb|none|601px|Several High-Standard K-1200 shotguns are seen on the armory wall.]]&lt;br /&gt;
[[Image:T2JDWin1300-2.jpg|thumb|none|601px|The Terminator picks up a High Standard shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
In a surveillance footage photo shown to Sarah, a [[Franchi SPAS-12]] shotgun is seen in the left hand of the Terminator during the assault on the police station from [[The Terminator|the first film]].&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[Image:T2JDSPAS-12.jpg|thumb|none|601px|A surveillance footage photo shows the Terminator from [[The Terminator|the first film]] wielding a Franchi SPAS-12.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
A future resistance soldier is seen firing a [[Franchi SPAS-15]] during the future battle scene.&lt;br /&gt;
[[Image:Franchi spas15.jpg|thumb|none|500px|Franchi SPAS-15 - 12 gauge]]&lt;br /&gt;
[[Image:T2JDSPAS-15-1.jpg|thumb|none|601px|A resistance soldier readies his Franchi SPAS-15.]]&lt;br /&gt;
[[Image:T2JDSPAS-15-2.jpg|thumb|none|601px|A resistance soldier fires his Franchi SPAS-15.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
Several LAPD officers outside the Cyberdyne building are armed with standard [[Remington 870]] shotguns.&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[Image:T2JDRem870-1.jpg|thumb|none|601px|An LAPD officer aims his Remington 870.]]&lt;br /&gt;
[[Image:T2JDRem870-2.jpg|thumb|none|601px|Another officer aims his Remington 870.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
Other LAPD officers outside the Cyberdyne building are seen armed with [[Ithaca 37]] shotguns.&lt;br /&gt;
[[Image:Ithaca37 DSPS.jpg|thumb|none|500px|Ithaca Model 37 Deer Slayer Police Special (note the rifle sights and riot-length barrel) - 12 gauge]]&lt;br /&gt;
[[Image:T2JDIthaca37-1.jpg|thumb|none|601px|An LAPD officer readies his Ithaca 37.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt Series 70/Detonics 1911 Hybrid==&lt;br /&gt;
When the Terminator ([[Arnold Schwarzenegger]]) first arrives in the present, he enters a biker bar and asks The Cigar Smoking Biker (Robert Winley) to give him his clothes, his boots, and his motorcycle. After a fight breaks out, the Terminator throws the biker on a stove's hot burners and burns him badly. He then tries to draw his custom [[M1911A1|Colt Series 70/Detonics 1911 Hybrid]] but is unable to chamber it and has the gun taken from him. Later when John and the T-800 break Sarah out of the mental hospital, she takes the Colt/Detonics 1911 and fires it at the T-1000 and keeps it as her sidearm until she retrieves her own custom Detonics 1911. During the shootout at Cyberdyne, the T-800 uses the 1911 to wound all of the SWAT officers in the lobby before the gun goes empty and he tosses it away. Even though he is never seen picking it back up, he somehow has it tucked in his pants and ready to shoot the T-1000, frozen in liquid nitrogen, at the end of the film. In all scenes but one, the pistol is reloaded after every 8 rounds fired. &lt;br /&gt;
&lt;br /&gt;
The pistol is built with a [[Colt MK IV Series 70|Colt Series 70]] slide and [[Detonics ScoreMaster|Detonics]] frame with Pachmayr grips, an ambidextrous safety, and chambered in 9mm (because .45s didn't cycle well as blanks at the time).&lt;br /&gt;
[[Image:T2M1911detonicsprop.jpg|thumb|none|350px|The Colt Series 70/Detonics 1911 hybrid pistol used in the film - 9x19mm]]&lt;br /&gt;
[[Image:Coltserie709mm.jpg|thumb|none|350px|Scan from the DVD extras showing the custom built Colt Series 70/Detonics 1911 that was used in the film.]]&lt;br /&gt;
[[Image:T2JDColtonics-1.jpg|thumb|none|601px|The Biker tries to chamber his Colt/Detonics 1911, but his hands are too burnt to do it. A smart man keeps his 1911 &amp;quot;Condition One&amp;quot; - chambered, hammer cocked, with the safety on. This &amp;quot;cocked and locked&amp;quot; method of carry, however, is not recommended to anyone who hasn't been properly trained to do so.]]&lt;br /&gt;
[[Image:T2JDColtonics-2.jpg|thumb|none|601px|The Terminator ([[Arnold Schwarzenegger]]) pulls the slide back on the &amp;quot;Coltonics&amp;quot; 1911.]]&lt;br /&gt;
[[Image:T2JDColtonics-4.jpg|thumb|none|601px|The Terminator chambers the Colt/Detonics 1911 when he tries to terminate Jock #2 (Gerard G. Williams) before John intervenes. Note the tapered barrel, confirming that the slide/barrel is from a 9mm converted [[Colt MK IV Series 70]].]]&lt;br /&gt;
[[Image:T2JDColtonics-6.jpg|thumb|none|601px|Sarah takes the Colt/Detonics 1911 and fires it at the T-1000 on the roof of the elevator at the mental hospital. During this scene, Linda Hamilton didn't put her earplugs in properly and suffered permanent hearing damage - This is no surprise since shooting a gun in an elevator leaves no place for the sound to dissipate except right into the shooter's ears. The Terminator's shotgun being fired didn't help either.]]&lt;br /&gt;
[[Image:T2JDColtonics-7.jpg|thumb|none|601px|Sarah orders an officer to get out of his cruiser. Note how the safety is on yet seconds later she fires a shot into his windshield.]]&lt;br /&gt;
[[Image:T2JDColtonics-9.jpg|thumb|none|601px|Sarah fires the Colt/Detonics 1911 at the T-1000 as he pursues their car.]]&lt;br /&gt;
[[Image:T2JDColtonics-10.jpg|thumb|none|600px|Sarah keeps the Colt/Detonics 1911 tucked in her pants. Unlike the biker, she ''is'' smart enough to keep the gun &amp;quot;Condition One&amp;quot;.]]&lt;br /&gt;
[[Image:T2JDColtonics-11.jpg|thumb|none|600px|Sarah Connor ([[Linda Hamilton]]) points the Colt/Detonics 1911 at Enrique.]]&lt;br /&gt;
[[Image:T2JDColtonics-13.jpg|thumb|none|601px|The Terminator wounds the SWAT officers in the lobby with the Colt/Detonics 1911, and then tosses the empty gun to the ground. This appears to be a continuity error as the Terminator still has the pistol in the factory.]]&lt;br /&gt;
[[Image:T2JDColtonics-15.jpg|thumb|none|600px|''&amp;quot;Hasta la vista, baby.&amp;quot;'' &amp;lt;BR&amp;gt; The Terminator ([[Arnold Schwarzenegger]]) prepares to fire the &amp;quot;Coltonics&amp;quot; 1911 at the T-1000, which eventually shatters him into pieces after he is frozen in liquid nitrogen. (Note &amp;quot;Coltonics&amp;quot; is a slang for the use of Colt and Detonics pistols to build the custom handgun he uses, it is not an industry accepted term.)]]&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
[[Image:T2JDColtonics-19special.jpg|thumb|none|400px|Weapons instructor Uzi Gal teaches Linda Hamilton how to fire an 1911.]]&lt;br /&gt;
[[Image:T2JDColtonics-20special.jpg|thumb|none|400px|Linda fires the 1911.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
When the T-1000 ([[Robert Patrick]]) first enters present day Los Angeles, he is seen taking a [[Beretta 92FS]] off a fallen LAPD officer. He is then seen notably firing the pistol at John Connor ([[Edward Furlong]]) during the confrontation with the T-800 ([[Arnold Schwarzenegger]]) in the back hallway of the mall. It should be noted that Patrick's 92FS is modified to have a left-handed magazine release button; a reversible magazine catch became a standard feature for the 92 series since the 92F model, and now is almost mandatory for any modern pistol. LAPD officers outside of the Cyberdyne building are also seen with their issued Beretta 92FS. Two kids outside the Mojave Desert gas station can be seen playing with a pair of toy Beretta 92FS' as well.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-1.jpg|thumb|none|600px|The T-1000 ([[Robert Patrick]]) checks the chamber on the officer's Beretta 92FS. When he releases the slide, the sound of a slide racking back and forth is heard.]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-2.jpg|thumb|none|601px|The T-1000 readies his Beretta 92FS at the sight of John.]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-3.jpg|thumb|none|600px|The T-1000 fires his Beretta 92FS. [[Robert Patrick]] does an excellent job of not flinching in the film and thoroughly convinces the viewers that he is an emotionless killer and not some wimpy actor who's touching a gun for the first time. The odd thing is that, when fired, his pistol sounds like it's silenced, even though it's obviously not.]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-4.jpg|thumb|none|601px|Despite inaccurately firing about 21 shots from a 15 shot magazine, the T-1000 does an excellent reload, grabbing a fresh magazine while dropping out the empty one at the same time. Note that while the shot is not inverted (as can be seen from the position of slide release and trigger bar) the T-1000 releases the empty magazine with his left thumb, thanks to his 92FS's inverted magazine release button.]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-5.jpg|thumb|none|601px|Two kids in the desert fight with two toy Beretta 92FS'.]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-6.jpg|thumb|none|601px|Officers outside of Cyberdyne with their Beretta 92FS' drawn.]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-7.jpg|thumb|none|601px|Two SWAT officers armed with Berettas try to take down the T-800.]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-8.jpg|thumb|none|601px|A SWAT officer fires one last shot from his Beretta at the Terminator, before turning to run and getting hit in the back with a tear gas grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
[[Image:T2JDBeretta92FS-9special.jpg|thumb|none|400px|Behind the scenes footage shows [[Robert Patrick]] firing a full-auto Beretta 92FS blank gun as instructor Uzi Gal looks on.]]&lt;br /&gt;
[[Image:T2JDBeretta92FS-10special.jpg|thumb|none|400px|[[Robert Patrick]] fires the full-auto Beretta.]]&lt;br /&gt;
&lt;br /&gt;
==Detonics Custom 1911==&lt;br /&gt;
Sarah Connor ([[Linda Hamilton]]) retrieves a [[Detonics ScoreMaster|Detonics custom 1911]] with Pachmayr grips from the armory in the Mojave desert and takes it with her on her mission to kill Miles Dyson ([[Joe Morton]]). Sarah manages to wound him with the gun before she realizes what she is doing and stops. She later uses it to keep a SWAT team at bay during a shootout at the Cyberdyne building. &lt;br /&gt;
&lt;br /&gt;
The pistol was custom built by Detonics off of their [[Detonics ScoreMaster|ScoreMaster]] model and features a [[Detonics CombatMaster|CombatMaster]] slide with its signature forward-mounted rear sight with a slide extension affixed to the frame of the pistol, giving it the appearance of a longslide. Info about the pistol being a hybrid of a ScoreMaster frame with a CombatMaster slide was stated according to biggerhammer.net and confirmed by a former Detonics employee. In a touch of irony, the pistol was originally made for the [[Tom Selleck]] film ''[[Runaway]]'', intended by its producers to be the big sci-fi action blockbuster of 1984 but which was thoroughly eclipsed by the debut film from a then-unknown director called ''[[Terminator, The (1984)|The Terminator]]''.&lt;br /&gt;
[[File:Saradet.jpg|thumb|none|350px|Detonics custom 1911 used in the movie. Image courtesy of ScreenUsed.com - .45 ACP]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-1.jpg|thumb|none|601px|Sarah Connor points her Custom Detonics 1911 at the Dyson family. She shows us an excellent high grip here.]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-2.jpg|thumb|none|601px|Sarah aims her Detonics 1911 at Tarissa Dyson ([[S. Epatha Merkerson]]). Note forward mounted rear sight.]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-3.jpg|thumb|none|601px|Sarah points her Detonics 1911 at Miles Dyson.]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-4.jpg|thumb|none|601px|Miles stares down the barrel of Sarah's 1911.]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-5.jpg|thumb|none|601px|Sarah squeezes the trigger on her Detonics 1911.]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-6.jpg|thumb|none|601px|Sarah disarms the lobby guard Gibbons ([[Abdul Salaam El Razzac]]) at Cyberdyne with her 1911 in hand.]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-7.jpg|thumb|none|601px|Sarah takes cover as the Terminator blows open a door.]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-8.jpg|thumb|none|601px|Sarah ([[Linda Hamilton]]) takes cover from the SWAT team as they fire on her.]]&lt;br /&gt;
[[Image:T2JDDetonicsServicemaster-9.jpg|thumb|none|601px|Sarah fires her 1911 into the air to keep the SWAT team down. If you listen closely, you can see that the last round she fires doesn't make a sound. Note also how the forward part of the slide doesn't move with the rest of the slide when fired.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The T-1000 ([[Robert Patrick]]) takes a [[Browning Hi-Power|Browning Hi-Power Mark III]] off Lewis ([[Don Stanton]]), the guard he kills in the mental hospital and uses it to shoot at Sarah, John, and the Terminator before discarding it when it runs dry.&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mk III - 9x19mm]]&lt;br /&gt;
[[Image:T2JDBrowningHi-Power-1.jpg|thumb|none|601px|The T-1000 in the form of Lewis the guard (Dan Stanton) checks the chamber on his Browning Hi-Power.]]&lt;br /&gt;
[[Image:T2JDBrowningHi-Power-2.jpg|thumb|none|601px|The T-1000 materializes through the bars but forgets the gun is not like him, and gets stuck.]]&lt;br /&gt;
[[Image:T2JDBrowningHi-Power-3.jpg|thumb|none|601px|The T-1000 pulls the Browning Hi-Power through the bars.]]&lt;br /&gt;
[[Image:T2JDBrowningHI-Power-4.jpg|thumb|none|601px|The T-1000 pursues the group as the T-800 fires his shotgun at him.]]&lt;br /&gt;
[[Image:T2JDBrowningHi-Power-5.jpg|thumb|none|601px|The T-1000 ([[Robert Patrick]]) fires his Browning Hi-Power at the T-800. He fires about 23 shots from a 13 round magazine before throwing it away. Note how he is wearing a &amp;quot;liquid metal squib&amp;quot;, a flower like piece of foil created by Stan Winston to open up like a gunshot wound.]]&lt;br /&gt;
[[Image:T2JDBrowningHi-Power-6.jpg|thumb|none|601px|Sarah removes the slugs from the T-800. These look pretty authentic, they even have rifling marks on the rounds; These slugs are real - James Cameron himself fired a Browning Hi-Power at some kind of plate steel to get the 'smushed' effect.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The gate guard at the mental hospital tries to draw an [[M1911A1]] with a nickel finish and pearl grips before he is shot in both kneecaps by the Terminator. He then takes three magazines off of him, which are clearly loaded with .45 ACP rounds. This would make them useless in his 9mm 1911 but the viewer isn't supposed to know his gun is a 9mm.&lt;br /&gt;
[[Image:NickelM1911.jpg|thumb|300px|none|Rock Island Armory M1911A1 Pistol with bright nickel plating and pearl grips - .45 ACP.]]&lt;br /&gt;
[[Image:T2JDM1911A1-1.jpg|thumb|none|601px|The guard drops his M1911A1 when he is shot by the Terminator.]]&lt;br /&gt;
[[Image:T2JDM1911A1-2.jpg|thumb|none|601px|The Terminator takes three mags off the guard, which are loaded with .45 ACP hollow points. In reality, his 9mm gun would not accept these. Also note how only four rounds are loaded in each mag to conserve dummy rounds (you can only see brass in two of the five holes, meaning there is only four rounds in each).]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Guards in the Cyberdyne lobby keep [[Beretta 92FS Inox]] pistols as their sidearms.&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[Image:T2JDBerettaInox-1.jpg|thumb|none|601px|Sarah pulls a Beretta 92FS Inox out of Gibbons' ([[Abdul Salaam El Razzac]]) holster.]]&lt;br /&gt;
[[Image:T2JDBerettaInox-2.jpg|thumb|none|601px|Moshier ([[Mike Muscat]]) draws his Beretta Inox when he finds Gibbons tied up in the bathroom.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The Terminator ([[Arnold Schwarzenegger]]) takes an [[M79 grenade launcher]] from Sarah's arsenal in the Mojave desert. During the assault on the Cyberdyne building, the T-800 uses the M79 grenade launcher, first to blast open a locked door, then to destroy several of the police cars assembled outside, then during the ensuing car chase when the T-1000 pursues the protagonists in a commandeered tanker truck, the Terminator scoring a direct hit on the engine with the M79, though the truck miraculously continues running. He also tries to use it on the T-1000 during the fight in the steel mill, eventually using it to knock the T-1000 into the pit of molten steel. By this point, part of the launcher's stock has been shattered during the fight, but enough remains for the weapon to be usable. In reality, 40mm HE rounds have a safety mechanism in which they will not detonate until they have flown a certain distance. The more modern types arm after at least 14m. Earlier types, such as the M381, have a 2-3m arming range. However, in the film, rounds detonate as little as 3-5 '''feet''' from the muzzle. The M79 presents a nightmare of continuity problems. The bandolier varies both in quantity of grenades and arrangement of remaining grenades as the movie heads toward its climax. At the end of the day the bandolier started with 11 rounds which somehow translated to firing 7 before running out of ammo.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:T2JDM79GL-1.jpg|thumb|none|601px|''&amp;quot;Excellent!&amp;quot;''&amp;lt;br&amp;gt;The Terminator inspects the bore on an M79 grenade launcher in the armory.]]&lt;br /&gt;
[[Image:T2JDM79GL-3.jpg|thumb|none|601px|''&amp;quot;Let me try mine.&amp;quot;'' &amp;lt;BR&amp;gt; The Terminator ([[Arnold Schwarzenegger]]) shoots a locked door with the M79 grenade launcher from a ridiculously close distance. In the DVD commentary, James Cameron mentions that his brother (who was a Marine) later told him that the range wasn't far enough for the grenade to arm itself.]]&lt;br /&gt;
[[Image:T2JDM79GL-4.jpg|thumb|none|601px|The Terminator fires the M79 at the police cruisers outside Cyberdyne.]]&lt;br /&gt;
[[Image:T2JDM79GL-5.jpg|thumb|none|601px|The Terminator reloads his M79.]]&lt;br /&gt;
[[Image:T2JDM79GL-6.jpg|thumb|none|601px|The Terminator fires the M79 at the liquid nitrogen truck the T-1000 is driving. If a .44 Magnum can crack the engine block of a truck like this, a 40mm HE grenade would certainly stop it from running.]]&lt;br /&gt;
[[Image:T2JDM79GL-7.jpg|thumb|none|601px|The Terminator tries to reload the M79 but drops the 40mm round when the T-1000 rams their pickup truck.]]&lt;br /&gt;
[[Image:T2JDM79GL-8.jpg|thumb|none|601px|The Terminator readies his M79 as he searches for the T-1000 in the steel mill.]]&lt;br /&gt;
[[Image:T2JDM79GL-9.jpg|thumb|none|601px|Close up on the M79 seconds before the T-1000 knocks it out of his hands and shatters the stock. Note how this is rubber prop since the gun is about to be thrown across the room.]]&lt;br /&gt;
[[Image:T2JDM79GL-10.jpg|thumb|none|601px|The Terminator tries to reach for the damaged M79 before the T-1000 spears him with a metal rod, damaging his main power source.]]&lt;br /&gt;
[[Image:T2JDM79GL-11.jpg|thumb|none|601px|The Terminator rides a cog until he has a clear shot at the T-1000. When the 40mm round hits him, its detonation is delayed for some reason. When the round goes off, he is blown up and falls into the molten steel behind him.]]&lt;br /&gt;
&lt;br /&gt;
==MM1 grenade launcher==&lt;br /&gt;
An [[MM1 grenade launcher]] is used by one of the SWAT officers inside the Cyberdyne building to fire gas canister grenades at Sarah, John, and the T-800. It is then picked up by the T-800 after incapacitating the officer using it and then used by him to fire CS grenades around the police blockade.&lt;br /&gt;
[[Image:MM1.jpg|thumb|none|400px|MM1 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:T2JDMM1-1.jpg|thumb|none|601px|A SWAT officer fires the MM1 launcher at Sarah, John, and the T-800.]]&lt;br /&gt;
[[Image:T2JDMM1-2.jpg|thumb|none|601px|The Terminator picks up the MM1.]]&lt;br /&gt;
[[Image:T2JDMM1-3.jpg|thumb|none|601px|The Terminator fires the MM1 at the SWAT officers.]]&lt;br /&gt;
[[Image:T2JDMM1-4.jpg|thumb|none|601px|That looks like it hurts.]]&lt;br /&gt;
[[Image:T2JDMM1-5.jpg|thumb|none|601px|The Terminator walks out of Cyberdyne with his MM1.]]&lt;br /&gt;
[[Image:T2JDMM1-6.jpg|thumb|none|601px|The Terminator fires CS canisters at the police with the MM1.]]&lt;br /&gt;
[[Image:T2JDMM1-7.jpg|thumb|none|601px|The Terminator fires his MM1.]]&lt;br /&gt;
[[Image:T2JDMM1-8.jpg|thumb|none|601px|The Terminator ([[Arnold Schwarzenegger]]) firing the MM1. Close examination of the image will reveal that, in this shot, the MM1 appears to have been fitted with the folding hook buttstock from a [[SPAS-12]]. The stock was possibly used with the hook on Arnie's arm to assist in one-handed firing. Do gas canisters usually produce such large muzzle flashes?]]&lt;br /&gt;
[[Image:T2JDMM1-9.jpg|thumb|none|601px|The Terminator fires his MM1.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Colt &amp;quot;Commando&amp;quot; CAR-15 Variants==&lt;br /&gt;
Sarah is seen using a [[XM177|Colt &amp;quot;Commando&amp;quot;-type]] carbine (in reality a [[Colt Sporter II Carbine]] chopped down and mocked up as a Colt Model 629) out of the armory from the Mojave desert in an attempt to eliminate Miles Dyson ([[Joe Morton]]) when she learns he started the project which lead to the machines being built. She removes the flash hider and adds a sound suppressor, along with a laser sight and an ACOG scope. During the incident at the Cyberdyne system HQ, some of the SWAT officers are armed with these rifles, notably during the sequence when they open fire on the Terminator in the lobby.  When Sarah, John, and the T-800 try to escape in a SWAT van as the T-1000 pursues in a police chopper, Sarah uses two Commando carbines, one a mock Sporter II the other a slab-side AR-15 Sporter 1 carbine converted to look like a Commando as well (similar to the weapons in ''[[The Dogs of War]]''). The last instance a Colt Commando is used is when the Terminator takes a Mock Sporter II and climbs onto the front of the liquid nitrogen truck the T-1000 is driving and fires it through the windshield. James Cameron commented how foolish this stunt was because it was done exactly as it is seen in the film - from a moving truck with no wires attached.&lt;br /&gt;
[[Image:FakeXM177.jpg|thumb|none|500px|Colt AR-15 Sporter 1 Carbine mocked up as CAR-15/XM177 &amp;quot;Commando&amp;quot; - 5.56x45mm]]&lt;br /&gt;
[[Image:ColtM177E2.jpg|thumb|500px|none|XM177E2 Carbine aka Colt Model 629 (shown for comparison) - 5.56x45mm]]&lt;br /&gt;
[[Image:T2JDColtCommando-1.jpg|thumb|none|601px|Colt Commando variants are seen in the desert armory.]]&lt;br /&gt;
[[Image:T2JDColtCommando-2.jpg|thumb|none|601px|Sarah Connor ([[Linda Hamilton]]) pulls back the charging handle on a mock Colt Commando while examining a table of rifles from Enrique's armory.]]&lt;br /&gt;
[[Image:T2JDColtCommando-5.jpg|thumb|none|601px|Sarah chambers her Commando/CAR-15. Here the gun appears to have an SP1 lower receiver as evident by the lack of magazine fencing.]]&lt;br /&gt;
[[Image:T2JDColtCommando-6.jpg|thumb|none|601px|Sarah activates her laser sight as she aims her carbine at Dyson. While using a visible laser sight on a sniper rifle could be deemed tactically unsound, the reason for this was to show the red dot pointed at Dyson's head, much like she had one pointed at her own head in [[The Terminator|the first film]]. ''TRIVIA: In the screenplay, Sarah was supposed to use an [[FN FAL]] when going to kill Dyson.'']]&lt;br /&gt;
[[Image:T2JDColtCommando-9.jpg|thumb|none|601px|Sarah reloads her Commando, which now has a magazine fencing again. It appears she is reloading with an empty magazine.]]&lt;br /&gt;
[[Image:T2JDColtCommando-10.jpg|thumb|none|600px|Sarah switches the CAR-15 to full auto after she misses Dyson with semi-auto fire.]]&lt;br /&gt;
[[File:T2 1002.jpg|thumb|none|600px|On the far left, a SWAT officer is armed with a Commando/CAR-15 fitted with a scope as they prepare to engage the Terminator in the lobby.]]&lt;br /&gt;
[[Image:T2JDColtCommando-12.jpg|thumb|none|601px|Sarah fires a [[XM177|Colt Commando]] mocked-up from a slab-side Sporter I carbine with an SP1 lower receiver at the T-1000. Note lack of magazine fencing.]]&lt;br /&gt;
[[Image:T2JDColtCommando-13.jpg|thumb|none|601px|Sarah fires her slab-side CAR-15 and then switches to a Sporter II when her slab-side runs out.]]&lt;br /&gt;
[[Image:T2JDColtCommando-15.jpg|thumb|none|601px|Strangely, the gun switches back to a slab-side when Sarah gets wounded.]]&lt;br /&gt;
[[Image:T2JDColtCommando-18.jpg|thumb|none|601px|The Terminator fires the Sporter II mockup at the T-1000 through the windshield. This scene shows quite a dangerous stunt as stuntman Peter Kent climbs off one truck to another, no strings attached as the trucks are speeding down the road.]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
When the doctors at the mental hospital show Sarah pictures of the Terminator from surveillance cameras in the police station during 1984 (keep in mind that security cameras weren't installed in police stations at this time), the Terminator is seen wielding the two guns we saw him use in the first film. In his right hand, he is holding an [[Armalite AR-18]].&lt;br /&gt;
[[Image:Terminator-AR18.png|thumb|none|500px|The Armalite AR-18 used in the first film - 5.56x45mm.]]&lt;br /&gt;
[[Image:T2JDAR-18.jpg|thumb|none|601px|The Terminator from the first film wields what is assumed to be an AR-18 in his right hand (to stay accurate to the first film).]]&lt;br /&gt;
&lt;br /&gt;
==Muzzelite MZ14 Bullpup==&lt;br /&gt;
Human Resistance fighters during the Future War scenes are armed with [[Ruger AC556]] rifles fitted into [[Muzzelite MZ14 Bullpup|Muzzelite bullpup stocks]] with scopes as plasma guns. A few of these rifles appear to be the same props previously used in ''[[Total Recall (1990)]]'', with the removed front sight, added Imatronic LS45 laser sights and shortened barrels.&lt;br /&gt;
[[Image:RugerMuzzelite.jpg‎|thumb|none|450px|Muzzelite MZ14 Bullpup - 5.56x45mm]]&lt;br /&gt;
[[Image:T2JDMuzzleliteMZ14-1.jpg|thumb|none|601px|A resistance squad leader is seen holding a Muzzelite MZ14 Bullpup. Note the ejection port and charging handle are missing, indicating this is a reversed shot.]]&lt;br /&gt;
[[Image:T2JDMuzzleliteMZ14-2.jpg|thumb|none|601px|A resistance fighter fires a Muzzelite MZ14.]]&lt;br /&gt;
[[Image:T2JDMuzzleliteMZ14-3.jpg|thumb|none|601px|A resistance soldier salutes the future John Connor with a Muzzelite MZ14 in hand.]]&lt;br /&gt;
[[Image:T2 2000.jpg|thumb|none|600px|The fighter behind Connor holds the custom Ruger.  This appears to be fitted with an Imatronic LS45 laser sight and with the short barrel configuration seen in ''[[Total Recall (1990)]]''.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
When going through the armory in the desert, John checks the chambers on several [[AKM]] rifles (extended edition only). Sarah can also be briefly seen carrying one.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:T2JDM16A1-AKM-Win1300.jpg|thumb|none|600px|AKM rifles are seen on the armory wall.]]&lt;br /&gt;
[[Image:T2JDAKM-1.jpg|thumb|none|601px|John ([[Edward Furlong]]) checks the chamber on an AKM rifle in the armory (extended cut).]]&lt;br /&gt;
[[Image:T2JDAKM-2.jpg|thumb|none|601px|Sarah places an AKM on the table.]]&lt;br /&gt;
[[Image:T2JDAKM-3.jpg|thumb|none|601px|John passes the Terminator an AKM as they load their car up with weaponry.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
A number of [[M16A1]] rifles can be seen on the armory wall.&lt;br /&gt;
[[Image:M16A1.jpg|thumb|none|500px|M16A1 with 20 Round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:T2JDM16A1-AKM-Win1300.jpg|thumb|none|600px|M16A1s are seen in the armory furthest on the rack.]]&lt;br /&gt;
[[Image:T2JDM16A1-2.jpg|thumb|none|601px|M16A1s are seen on the armory wall.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
In one of the more notable scenes of the film, the T-800 engages the police assembled outside the Cyberdyne building with a [[Hand Held M134 Minigun]] destroying the police cars while leaving the police themselves unharmed. Originally the Terminator was going to use a [[MAC-10]] to shoot at the police but James Cameron decided to revisit the gun used in ''[[Predator]]''. The gun in T2 used the same custom Y-frame as in Predator with some modifications. The modified [[M60 machine gun|M60]] foregrip assembly was removed in its entirety. To replace it a &amp;quot;chainsaw&amp;quot; grip was mounted on the Y-frame and the M16-style carry handle was removed. This style of carry has become the &amp;quot;standard&amp;quot; for handheld Miniguns in movies and video games. The Y-frame still attaches to the weapons mounting lugs, though with no carry handle the weapon lost its sling attachment point forcing Arnold to carry all the weight of the weapon in his hands. In order to fire it, the Terminator carries a duffel bag full of ammo and possibly the batteries as well, as there are some shots that show what appear to be cables leading from the gun and into the duffel bag. It is also possible that the duffel bag was simply used to hide the fact that the cables trailed off set to the power supply and gun control unit.&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''Terminator 2: Judgement Day''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''[[Predator]]''; the real T2 minigun did not have this.]]&lt;br /&gt;
[[Image:Minigunbloomautomatic.jpg‎|thumb|none|450px|The actual GE Minigun used in ''[[Predator]]'' and now modified for use in ''T2'' - 7.62x51mm. Signed &amp;quot;Harry Lu T-2 1990&amp;quot; on the front grip, since Harry Lu was the Weapons Master for the film.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-2.jpg|thumb|none|600px|The Terminator unveils and takes the handheld Minigun in the desert armory. Unlike the M60 foregrip on the Minigun in Predator, a chainsaw grip is used on the gun. In order to attach the chainsaw grip, the carrying handle/sling attachment point from the Predator gun had to be removed. It is still evident in the T2 gun where the old carry handle used to attach to the hand grip carriage. The small T-grip is not a pull starter like some mistakenly believe but a bolt handle holding the gun to the handgrip frame.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-3.jpg|thumb|none|600px|'''John Connor:''' ''&amp;quot;That's definitely you.&amp;quot;'' &amp;lt;BR&amp;gt; The Terminator ([[Arnold Schwarzenegger]]) smirks as he picks up the Minigun.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-4.jpg|thumb|none|600px|The Terminator fires the Minigun at the police cruisers.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-5.jpg|thumb|none|601px|The Terminator fires the Minigun.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-6.jpg|thumb|none|601px|This Minigun has a relatively slow rate of fire (you can see the barrels rotate). According to the ad when it was sold when Stembridge went under the rate of fire was geared at 1,250 rounds per minute.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-7.jpg|thumb|none|601px|The Terminator fires the Minigun.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-8.jpg|thumb|none|601px|Few handheld weapons can chop a car roof clean off!]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-9.jpg|thumb|none|600px|The Terminator fires the Minigun.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-10.jpg|thumb|none|601px|The Minigun runs dry.]]&lt;br /&gt;
[[Image:T2JDHandheldMinigun-11.jpg|thumb|none|601px|The Terminator drops the Minigun. Myth has it that Arnold drops the actual gun under protest from the film's armorer. In reality, this is obviously a stand in prop for the real gun. Notice that the nub is missing from where the Predator carry-handle was machined off, there is a sling attachment clip instead of the T-grip that holds on the real gun's Y-frame, and the rear portion of the Y-frame looks different from the actual gun pictured at the top of this section. The finish on the Minigun in this scene looks different from than that of the actual gun.]]&lt;br /&gt;
[[Image:Z63.jpg|thumb|none|500px|This is a rubber prop Minigun used in Terminator 2. The handhold assembly is the same as in the above screenshot, which is different than the live firing weapon. However, the gun body is significantly different from the prop in the above shot, making it unlikely this prop was the one that Arnold dropped. Given the lack of quality, it was probably only used in wide shots or in the scenes where Arnold carries it inside the duffel bag and only the muzzle is protruding.]]&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
[[Image:T2JDHandheldMinigun-12special.jpg|thumb|none|400px|Director [[James Cameron]] fires the Handheld Minigun during a preproduction shooting session. Note that the weapon is pre-T2 configuration (as seen in ''[[Predator]]'') with the carry handle and the M60 foregrip assembly. Cameron is holding it by the carry handle similar to how the Terminator holds it by the chainsaw grip in the film.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
A standard [[GE M134 Minigun]] is mounted on the back of a truck in the future battle scene. A soldier next to the future John Connor (Michael Edwards) is also seen manning a Minigun. This is not the same Minigun as the handheld one above, as some believe.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|450px|GE M134 Minigun - 7.62x51mm]]&lt;br /&gt;
[[Image:T2JDM134Minigun-1.jpg|thumb|none|601px|A resistance soldier fires a GE M134 Minigun at a Hunter-Killer.]]&lt;br /&gt;
[[Image:T2JDM134Minigun-2.jpg|thumb|none|601px|The resistance soldier fires a Minigun.]]&lt;br /&gt;
[[Image:T2JDM134Minigun-3.jpg|thumb|none|601px|A soldier next to the future John Connor (Michael Edwards) mans a Minigun. Note the other soldier behind Connor with a short-barreled MZ14 Bullpup.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Among the weapons seen in the hidden weapons cache in the Mojave Desert is a [[Browning M2HB]] heavy machine gun.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB - .50 BMG (12.7x99mm)]]&lt;br /&gt;
[[Image:T2JDM2HB-1.jpg|thumb|none|601px|The Terminator unveils a Browning M2HB in the armory.]]&lt;br /&gt;
[[Image:T2JDM2HB-2.jpg|thumb|none|601px|The Browning M2HB in the armory.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
Three [[M60 machine gun]]s can be seen inside the Mojave desert armory.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|500px|M60 - 7.62x51mm]]&lt;br /&gt;
[[Image:T2JDM60E1-1.jpg|thumb|none|601px|John pulls the cover off the wall to reveal M60 machine guns.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch SP89 (mocked up as MP5K)==&lt;br /&gt;
While fleeing from the Cyberdyne building, the Connors and the T-800 find themselves being pursued by the T-1000 piloting a stolen police helicopter and brandishing an [[Heckler &amp;amp; Koch SP89]], mocked up as a [[Heckler &amp;amp; Koch MP5K]] by adding an MP5K foregrip and converting it to full auto. A SWAT officer can also be seen using one. They are recognized as SP89s by their lack of a paddle magazine release behind the magazine and the lack of a push pin lower receiver.&lt;br /&gt;
[[Image:H&amp;amp;K-MP5KEarlyModel.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 - 9x19mm. Note the lack of a paddle magazine release and a push pin lower receiver.]]&lt;br /&gt;
[[Image:T2JDSP89mock-1.jpg|thumb|none|601px|A SWAT officer fires his Heckler &amp;amp; Koch SP89 mocked up as an MP5K at Sarah Connor.]]&lt;br /&gt;
[[Image:T2JDSP89mock-2.jpg|thumb|none|601px|The T-1000 with an SP89 mockup.]]&lt;br /&gt;
[[Image:T2JDSP89mock-3.jpg|thumb|none|601px|The T-1000 ([[Robert Patrick]]) fires his SP89 through the hole in the helicopter windshield. A pilot needs to use both hands to fly a helicopter but this isn't a problem for the T-1000, since he just grows two more arms to drive with.]]&lt;br /&gt;
[[Image:T2JDSP89mock-4.jpg|thumb|none|601px|The T-1000 reloads his SP89 as his spare arms drive.]]&lt;br /&gt;
[[Image:T2JDSP89mock-5.jpg|thumb|none|601px|The T-1000 fires his SP89 at the SWAT van the Connors and the T-800 are escaping in.]]&lt;br /&gt;
[[Image:T2JDSP89mock-6.jpg|thumb|none|601px|The T-1000 fires his SP89. Note how it has two left hands in this scene: the second one is holding the flight controls.]]&lt;br /&gt;
===Special===&lt;br /&gt;
[[Image:T2JDSP89mock-8special.jpg|thumb|none|400px|[[Robert Patrick]] tries out a real MP5K. The video is too low quality but this too appears to be an SP89, although it is a live fire version, not a blank gun.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A2/A3 (chopped and converted)==&lt;br /&gt;
The SWAT teams that assaults Cyberdyne are mainly armed with [[Heckler &amp;amp; Koch HK94]]s with the 16&amp;quot; barrels chopped down and converted to full auto to resemble MP5s. The most notable ways to tell are the lack of the 3 barrel lugs, the lack of a paddle magazine release, and the lack of a push pin lower receiver. Some of these guns are the collapsing stock HK94A3s (standing in for [[MP5A3]]s) while others are the fixed stock HK94A2s (standing in for [[MP5A2]]s).&lt;br /&gt;
[[Image:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 chopped and converted to resemble an MP5A3 - 9x19mm]]&lt;br /&gt;
[[Image:HK_94A2chopped.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A2 chopped and converted to resemble an MP5A2 - 9x19mm]]&lt;br /&gt;
[[Image:T2JDHK94c&amp;amp;c-1.jpg|thumb|none|601px|A SWAT officer fires his chopped and converted HK94A3 at the Terminator.]]&lt;br /&gt;
[[Image:T2JDHK94c&amp;amp;c-2.jpg|thumb|none|601px|SWAT officers fire their chopped and converted HK94A3s.]]&lt;br /&gt;
[[Image:T2JDHK94c&amp;amp;c-3.jpg|thumb|none|601px|A SWAT team breaches the Cyberdyne building armed with HK94s (the leader has a full stock model HK94A2). James Cameron said in the commentary that of the SWAT officers, all but one were real SWAT guys. It can be assumed that it is the guy with his gun pointed at the leader.]]&lt;br /&gt;
[[Image:T2JDHK94c&amp;amp;c-4.jpg|thumb|none|601px|SWAT officers fire their HK94A3s at Sarah Connor.]]&lt;br /&gt;
[[Image:T2 HK94A2.jpg|thumb|none|601px|The SWAT leader ([[Dean Norris]]) reloads and performs the &amp;quot;HK slap&amp;quot; on his HK94A3.]]&lt;br /&gt;
[[Image:T2JDHK94c&amp;amp;c-5.jpg|thumb|none|601px|The SWAT officer with his HK94A2.]]&lt;br /&gt;
[[Image:T2JDHK94c&amp;amp;c-6.jpg|thumb|none|601px|A SWAT officer fires his HK94A3 at the Terminator.]]&lt;br /&gt;
[[Image:T2JDHK94c&amp;amp;c-7.jpg|thumb|none|601px|SWAT officers fire their HK94A3s at the Terminator.]]&lt;br /&gt;
[[Image:T2JDHK94c&amp;amp;c-8.jpg|thumb|none|601px|Three HK94A2s are seen in the SWAT van.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
John Connor ([[Edward Furlong]]) picks a [[MAC-10]] submachine gun while the Terminator examines the M79. &lt;br /&gt;
&lt;br /&gt;
''Trivia: In the screenplay, the MAC-10 was supposed to be the weapon that the Terminator used during the shootout at the Cyberdyne Building, before James Cameron decided that the Terminator should use the handheld Minigun instead.''&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[Image:T2JDMAC-10-1.jpg|thumb|none|601px|John picks up a MAC-10 while the Terminator examines the M79.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
A future resistance fighter on the back of a truck takes out a Hunter-Killer with an [[FIM-43 Redeye]] missile launcher.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[Image:T2JDFIM-92Stinger-1.jpg|thumb|none|601px|A resistance fighter fires an FIM-43 Redeye at an H-K.]]&lt;br /&gt;
[[Image:T2JDFIM-92Stinger-2.jpg|thumb|none|601px|A resistance fighter prepares to fire an FIM-43 Redeye.]]&lt;br /&gt;
&lt;br /&gt;
==Westinghouse M95A1 Phased Plasma Rifle==&lt;br /&gt;
The fictional [[Westinghouse M95A1 Phased Plasma Rifle]] is seen being used by the endoskeleton Terminators in the future scenes of the film. This weapon was built on the [[Calico M960]] (Liberty 100 variant) 9mm submachine gun. These walking endoskeletons are among the most famous of Stan Winston's animatronics, right up there with the T-rex from ''[[Jurassic Park]]'' and the Alien Queen from ''[[Aliens]]''.&lt;br /&gt;
[[Image:M95A1.jpg|thumb|none|400px|M95A1 Phased Plasma Rifle. Note that this version is slightly different from the one featured in the movie.]]&lt;br /&gt;
[[File:Liberty100.jpg|thumb|none|400px|Calico Liberty 100 - 9x19mm. Note the extended barrel with no muzzle brake which confirms it was this version used.]]&lt;br /&gt;
[[Image:T2JDWestinghouse-1.jpg|thumb|none|601px|A Terminator armed with a Westinghouse M95A1 Phased Plasma rifle.]]&lt;br /&gt;
[[Image:T2JDWestinghouse-2.jpg|thumb|none|601px|A human resistance soldier fires a captured Westinghouse M95A1 in the background.]]&lt;br /&gt;
[[Image:T2-PhasedPlasmaRifle.jpg|thumb|none|600px|A Terminator fires a Westinghouse M95A1.]]&lt;br /&gt;
[[Image:T2JDWestinghouse-4.jpg|thumb|none|601px|A Terminator fires a pair of Westinghouse M95A1s.]]&lt;br /&gt;
[[Image:T2JDWestinghouse-5.jpg|thumb|none|601px|The Terminator wields two Westinghouses akimbo style.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics RSB-80 Plasma Gun==&lt;br /&gt;
The heavy future [[General Dynamics RSB-80 Plasma Gun]] from the first ''[[The Terminator|Terminator]]'' film returns very briefly and is seen used to blow up a machine. It looks like it is built from a British [[Vickers]] gun (As a toggle lock is seen at one point in T1) or the Colt variant of the [[Browning M1917]] machine gun hence the spade grips.&lt;br /&gt;
[[Image:T2JDGDRSB-80-1.jpg|thumb|none|601px|A soldier fires as General Dynamics RSB-80 Plasma gun.]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
A group of [[M72 LAW]] launchers can be seen when John and the Terminator first enter the armory.&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|400px|M72 LAW - 66mm]]&lt;br /&gt;
[[Image:T2JDM72LAW-1.jpg|thumb|none|601px|A cluster of M72 LAWs seen right when they first enter the armory.]]&lt;br /&gt;
[[Image:T2JDM72LAW-2.jpg|thumb|none|601px|Another shot of the M72 LAWs.]]&lt;br /&gt;
&lt;br /&gt;
{{Terminator Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:James Cameron]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Stargate_SG-1_-_Season_6&amp;diff=1303804</id>
		<title>Stargate SG-1 - Season 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Stargate_SG-1_-_Season_6&amp;diff=1303804"/>
		<updated>2019-10-28T16:04:34Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The following weapons were used in the sixth season of the television series ''Stargate SG-1'':'''&lt;br /&gt;
[[Image:SG1S6DvdCover.jpg|thumb|300px|right|''Stargate SG-1'' - Season 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Handguns ==&lt;br /&gt;
&lt;br /&gt;
===Beretta M9===&lt;br /&gt;
&lt;br /&gt;
The most common sidearm seen in used by the SG teams (although in real life, the M9 is the military designation for the Beretta, the prop weapons used in the show are most likely the civilian [[Beretta 92FS]]).&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS 9mm]]&lt;br /&gt;
[[Image:SG1 - S6EP11M9.jpg|thumb|500px|none|One of the agents in &amp;quot;Prometheus&amp;quot; (Season 6, Episode 11) holds a [[Beretta_M9#Beretta_92F.2FFS|M92FS]].]]&lt;br /&gt;
[[Image:SG1 - S6EP14M9.jpg|thumb|500px|none|Agent Devlin ([[Jon Cuthbert]]) disguised as Major Davis ([[Colin Cunningham]]) chambers a round into his [[Beretta_M9#Beretta_92F.2FFS|M92FS]] in &amp;quot;Smoke and Mirrors&amp;quot; (Season 6, Episode 14).]]&lt;br /&gt;
[[File:SG1 - S6EP15M9.jpg|thumb|500px|none|A nice close up of O'Neill's [[Beretta 92FS]] in &amp;quot;Paradise Lost&amp;quot; (Season 6, Episode 15).]]&lt;br /&gt;
&lt;br /&gt;
=== SIG-Sauer P226 ===&lt;br /&gt;
&lt;br /&gt;
Used in the episode &amp;quot;Smoke and Mirrors&amp;quot; (Season 6, Episode 14) by one of Senator Kinsey's Secret Service Agents. It appears numerous times later on in the series as the standard-issue sidearm for NID agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:SigP226.jpg|thumb|300px|none|SIG-Sauer P226R - 9x19mm,]]&lt;br /&gt;
[[Image:SG1 - S6EP14RMAC.jpg|thumb|500px|none|One of Senator Kinsey´s Security Detail wielding the SIG-Sauer P226 in &amp;quot;Smoke and Mirrors&amp;quot; (Season 6, Episode 14).]]&lt;br /&gt;
&lt;br /&gt;
=== Walther P99 ===&lt;br /&gt;
&lt;br /&gt;
Jack O'Neill uses a [[Walther P99]] in &amp;quot;Sight Unseen&amp;quot; (Season 6, Episode 13).&lt;br /&gt;
&lt;br /&gt;
[[Image:Walther-P99-Pistol.jpg|thumb|300px|none|Walther P99 - 9mm]]&lt;br /&gt;
[[Image:SG1 - S6EP13P99.jpg|thumb|500px|none|O´Neill takes aim at one of the creatures in &amp;quot;Sight Unseen&amp;quot; (Season 6, Episode 13) with his [[Walther P99]].]]&lt;br /&gt;
[[Image:SG1 - S6EP13P992.jpg|thumb|500px|none|He opens fire and watches in astonishment as his bullets pass right through it.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&lt;br /&gt;
=== Cobray M11/9 ===&lt;br /&gt;
One of the agents protecting Senator Kinsey in &amp;quot;Smoke and Mirrors&amp;quot; (Season 6, Episode 14) is seen with a [[Cobray M11/9]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M11 2.jpg|thumb|none|250px|Cobray M11/9 - 9x19mm]]&lt;br /&gt;
[[Image:SG1 - S6EP14RMAC.jpg|thumb|500px|none|One of the security detail covers Senator Kinsey after the assassination in &amp;quot;Smoke And Mirrors&amp;quot; (Season 6, Episode 14) . ]]&lt;br /&gt;
&lt;br /&gt;
===FN P90 Personal Defence Weapon===&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] became the most common weapon after its introduction in &amp;quot;The First Ones&amp;quot; (Season 4, Episode 8). In the episode that introduced it, O'Neill suggested the weapon because of its ammunitions better penetration, compared to the MP5. We can assume it was just a device in the script to bring this weapon into the fold, which is rare since there aren't that many series that actually bring up a weapon for the sake of the plot, which then stick around for the rest of the show. This is the weapon that comes to mind when anyone thinks of of the Stargate series. &lt;br /&gt;
&lt;br /&gt;
The series probably picked this weapon for its futuristic look, because it is something unique compared to other weapons at the time and probably because the budget allowed for the expensive ammunition that comes with a P90, even blanks would cost a lot of money. Dan Shea, series stunt coordinator (1997-2007), has stated that one reason the P90 was chosen is that it ejects the empty brass straight down when firing; this allows positioning of actors in a scene without worrying where expended cartridges will be flying. In addition, the weapon is ambidextrous in design, so both right- or left-handed shooters can handle it without problem.&lt;br /&gt;
&lt;br /&gt;
In a few episodes in the later seasons, Teal'c is seen dual wielding this SMG, probably because he was not trained in standard practices of Earth militaries. However, in ''[[Stargate SG-1 - Season 10|Stargate: Continuum]]'', Colonel Cameron Mitchell was also seen dual wielding P90s. Also seen once in the hands of Bra'tac and the Free Jaffa. Introduced to the Free Jaffa in Season 5 episode &amp;quot;The Warrior&amp;quot;. Any subsequent episode with the free Jaffa, we see these in their hands over staff weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|400px|Fabrique Nationale P90 5.7x28mm]]&lt;br /&gt;
[[File:SG1 - S6EP15P90.jpg|thumb|none|500px|Maybourne ([[Tom McBeath]]) opens up on O'Neill with a [[FN P90]] in &amp;quot;Paradise Lost&amp;quot; (Season 6, Episode 15).]]&lt;br /&gt;
[[File:SG1 S6EP16 - P90.jpg|thumb|none|500px|O'Neill ([[Richard Dean Anderson]]) fires his [[FN P90]] in &amp;quot;Metamorphosis&amp;quot; (Season 6, Episode 16).]]&lt;br /&gt;
[[Image:SG1 - S6EP18P90.jpg|thumb|none|500px|Carter and O'Neill hold their [[FN P90]]s in &amp;quot;Forsaken&amp;quot; (Season 6, Episode 18).]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A3|Heckler &amp;amp; Koch MP5A3]], almost exclusively equipped with the Surefire dedicated forend weaponlight, small scopes and dual mag clamps, is the primary weapon used by all SG teams for the first few seasons. Then when the main cast and some supporting and extras switched to the [[FN P90|P90]], the MP5 became less common. Also seen in use by the Free Jaffa Nation later in the series. MP5 also makes a small comeback when we see them again in the hands of a special assault unit raiding a Trust compound. Throughout the series it is generally the case that for non firing scenes the actors carry airsoft replica MP5s with a Navy trigger group, whereas for firing scenes their weapons switch to real firearms with SEF trigger groups.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and safe-semi-two round burst trigger group - 9x19mm]]&lt;br /&gt;
[[ File:SG1 S6EP9 - MP5.jpg |thumb|none|500px|An Airman in &amp;quot;Allegiance&amp;quot; (Season 6, Episode 9) listens to O'Neill´s briefing, holding a [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A3|Heckler &amp;amp; Koch MP5A3]].]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
&lt;br /&gt;
===Diemaco C7/Olympic K4B===&lt;br /&gt;
&lt;br /&gt;
Seen used by Marines, and the security of Stargate Command.  These are all Olympic Arms K4B rifles (same receiver style as the Colt Model 715/Diemaco C7), standing in for the M16A2.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt715 C7Rifle.jpg|thumb|500px|none|Colt Model 715 - 5.56mm]]&lt;br /&gt;
[[ File:SG1 S6EP9 - OlyK4B.jpg |thumb|500px|none|An Airman carrying a Diemaco C7/Olympic K4B partakes in the search for a Goa'uld assassin in &amp;quot;Allegiance&amp;quot; (Season 6, Episode 9).]]&lt;br /&gt;
&lt;br /&gt;
===GAU-5/A and GAU-5A/A===&lt;br /&gt;
&lt;br /&gt;
The GAU-5/A and GAU-5A/A were the USAF contract versions of the XM177 and XM177E2 &amp;quot;CAR-15&amp;quot; short assault rifle.  The USAF Security forces used them until recently, however, most of the non firing GAU-5A/As seen in the show were simply XM177E2 &amp;quot;Airsoft guns&amp;quot;. The actual GAU-5A/A carbines look like the XM177E2 but don't have forward Assist buttons.&lt;br /&gt;
&lt;br /&gt;
The GAU-5 variants that appeared on the show seem to be a mix of full-auto converted Colt AR-15 SP1s and Olympic Arms K3Bs, all with chopped barrels and fake GAU-5 flash hiders installed.  The converted AR-15 SP1s have the &amp;quot;slab-side&amp;quot; receiver, while the K3Bs are recognizable by their 715-style receiver (forward assist, brass deflector, A1-style rear sight) and &amp;quot;Stowaway&amp;quot; pistol grips.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtModel610-XM177.jpg|thumb|500px|none|'''XM177E1 Carbine''' (AKA Colt Model 610) - 5.56x45mm.  In USAF service, this weapon was known as the GAU-5/A.]]&lt;br /&gt;
[[File:SG1 - S6EP21Colt.jpg|thumb|500px|none|The third soldier from the camera aims a [[M16_rifle_series#Colt_XM177.2FCAR-15.2FCommando_Series|Colt Model 610]] in &amp;quot;Prophecy&amp;quot; (Season 6, Episode 21). The man closest to the camera appears to be aiming a [[M4A1]], the man next to him a [[USAS-12]] (distinguishable from the assault rifles by the carry handle).]]&lt;br /&gt;
&lt;br /&gt;
===M16A1===&lt;br /&gt;
Usually seen carried by the Cheyenne Mountain guards in stock footage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M16A1w30rdMag.jpg|thumb|none|500px|M16A1 with 30 Round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:SG1M164.jpg|thumb|500px|none|Never understood why the guy on the left always seem to hold onto his M16 slung behind him, as if to keep it from swinging around. Isn't that what slinging your rifle on your back is for? The point is so it doesn't swing around and bother you.]]&lt;br /&gt;
[[Image:SG1 - Stock M16.jpg|thumb|500px|none|Two guards with [[M16A1]] rifles in stock footage guarding the entrance to Cheyenne Mountain.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1===&lt;br /&gt;
&lt;br /&gt;
One of the primary weapons utilized by the Stargate teams. During later seasons they are rarely seen without any attachments, mostly being equipped with flashlights, Cobray flare launchers and laser aiming modules. A small side note for the interested reader: The lower handguard on the M4 has to be removed in order to accommodate underbarrel grenade launchers like the [[M203]] or, in this case, the  [[Cobray 37mm Launcher]].&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[Image:SG1 - S6EP7M4.jpg|thumb|none|500px|Major Pierce ([[Rob Lee]]) holds a [[M4A1]] with underslung [[Cobray 37mm Launcher|Cobray CM203 flare launcher]] in &amp;quot;Allegiance&amp;quot; (Season 6, Episode 9).]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 84S===&lt;br /&gt;
A [[AK-47#Norinco Type 84S|Norinco Type 84S]] fitted with the muzzle brake and stock of an AKS-74, and with a [[GP-25]] mounted, is used by Lieutenant Colonel Sergei Evanov ([[Raoul Ganeev]]) in &amp;quot;Metamorphosis&amp;quot; (Season 6, Episode 16).&lt;br /&gt;
&lt;br /&gt;
[[Image:NorincoType84SRifle.jpg |thumb|none|500px|Norinco Type 84S - 5.56x45mm]]&lt;br /&gt;
[[Image:SG1 - S6EP15AK.jpg|thumb|none|500px|The Russian SG team and SG-1 prepare to move out in &amp;quot;Metamorphosis&amp;quot; (Season 6, Episode 16).]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 700===&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Smoke and Mirrors&amp;quot; (Season 6, Episode 14), the gunman uses a Remington model 700 with a customized breakdown and scope to shoot Senator Kinsey. Contrary to what Barret claims in the episode, a Remington 700 ''could'' be purchased at just about any sporting goods store, and the collapsible stock would not have been difficult to acquire either.&lt;br /&gt;
&lt;br /&gt;
[[Image:SG1 - S6EP14REMDMAG.jpg|thumb|500px|none|The magazine being inserted.]]&lt;br /&gt;
[[Image:SG1 - S6EP14REMDSAF.jpg|thumb|500px|none|The assassin flicks off the safety on the Remington 700.]]&lt;br /&gt;
[[Image:SG1 - S6EP14REMDI.jpg|thumb|500px|none|The disassembled Remington 700 in the assassins bag.]]&lt;br /&gt;
[[Image:SG1 - S6EP14REMDEV.jpg|thumb|500px|none|General George S. Hammond is shown the evidence photograph of the rifle that the assassin discarded not far from O´Neill's home. This offers a much better look at the separate parts of the Remington 700.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament Revolver Rifle===&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Smoke and Mirrors&amp;quot; (Season 6, Episode 14), the gunman looks at a Knight's Armament Silent Revolver Rifle at the arms dealer's warehouse.  It is built around a .44 Magnum Super Redhawk revolver.&lt;br /&gt;
&lt;br /&gt;
[[Image:SG1 - S6EP14REV.jpg|thumb|500px|none|One of the arms dealers associates shows Samantha Carter ([[Amanda Tapping]]) and Agent Malcolm Barrett ([[Peter Flemming]]) the Revolver Rifle.]]&lt;br /&gt;
&lt;br /&gt;
=== SVD Dragunov ===&lt;br /&gt;
&lt;br /&gt;
Used by the Russian SG team in &amp;quot;Metamorphosis&amp;quot; (Season 6, Episode 16).&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|500px|none|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:SG1 - S6EP15PKM.jpg|thumb|500px|none|A member of the Russian SG team, here in the background, with a Dragunov sniper rifle in &amp;quot;Metamorphosis&amp;quot; (Season 6, Episode 16).]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&lt;br /&gt;
=== Browning M2 ===&lt;br /&gt;
&lt;br /&gt;
These two guns were set up in the gate room but were never used in the 10 years the show ran for. The M2 was also used at the Alpha Site in &amp;quot;Allegiance&amp;quot; (Season 6, Episode 9).&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2 .50 BMG]]&lt;br /&gt;
[[Image:SG1 - S6EP9M2.jpg|thumb|none|500px|The [[Browning M2]] at the Alpha Site in &amp;quot;Allegiance&amp;quot; (Season 6, Episode 9).]]&lt;br /&gt;
&lt;br /&gt;
===Daewoo K3 (mocked up as M249)===&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, there are no real [[FN Minimi]] or [[M249]] light machine guns used in ''Stargate: SG1'' or its sister show, ''[[Stargate: Atlantis]]''. The light machine guns used by the SG teams are actually Korean-made [[Daewoo K3]]s that have been fitted with M249 Paratrooper-style stocks and shortened barrels. Some of the K3s seen on the show also have RIS rails and vertical grips similar to those seen on the [[FN Minimi#Mk 46 Mod 0|Mk 46 Mod 0]]. &lt;br /&gt;
&lt;br /&gt;
[[File:DaewooK3.jpg|thumb|none|500px|Daewoo K3 Para - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SG1.3.jpg|thumb|500px|none|O´Neill ([[Richard Dean Anderson]]) with a [[Daewoo K3]] in &amp;quot;Allegiance&amp;quot; (Season 6, Episode 9). Note the dented hood on the front sight.]]&lt;br /&gt;
&lt;br /&gt;
=== M60E3 ===&lt;br /&gt;
&lt;br /&gt;
Seen used by a NID Special Operation member in the episode &amp;quot;Nightwalkers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:USOM60E3.jpg‎|thumb|500px|none|M60E3 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:SG1_M60_.jpg|thumb|500px|none|A NID Special Operations aims a [[M60#M60E3_Machine_Gun|M60E3]] at Major Carter in &amp;quot;Nightwalkers&amp;quot; (Season 6, Episode 5). ]]&lt;br /&gt;
&lt;br /&gt;
===PKM Machine Gun===&lt;br /&gt;
&lt;br /&gt;
Seen utilized by the Russian SG team in &amp;quot;Metamorphosis&amp;quot; (Season 6, Episode 16).&lt;br /&gt;
&lt;br /&gt;
[[Image:PKM-mg.jpg|thumb|none|500px|PKM - 7.62x54mm R]]&lt;br /&gt;
[[Image:SG1 - S6EP15PKM.jpg|thumb|500px|none|One of the Russian SG members returning from Nirrti´s hideout, carrying a [[PKM]].]]&lt;br /&gt;
&lt;br /&gt;
===DShKM===&lt;br /&gt;
&lt;br /&gt;
Seen briefly in &amp;quot;Shadow Play&amp;quot; (Season 6, Episode 7).&lt;br /&gt;
[[Image:DShK HMG.jpg‎|thumb|500px|none|DShKM - 12.7x108mm]]&lt;br /&gt;
[[Image:Stargate SG1 S06E07.jpg‎|thumb|500px|none|A DShKM sits on a table in the rebel hideout.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
&lt;br /&gt;
===USAS-12 Assault Shotgun===&lt;br /&gt;
The [[USAS-12]] shotguns in SG1 are newer CQ versions with a modified carry handle, no front sight and shortened barrel (sometimes with a muzzle brake). The weapon is appearing on very few occasions in Season 6, usually relegated to be used by background extras.&lt;br /&gt;
&lt;br /&gt;
[[Image:Usas-12.jpg|thumb|none|500px|Daewoo USAS-12 with 20-round drum - 12 Gauge]]&lt;br /&gt;
[[File:SG1 - S6EP21USAS.jpg|thumb|500px|none|An Airman, clearly aware that extras have a habit of dieing on shows like this, aims a [[USAS-12]] in &amp;quot;Prophecy&amp;quot; (Season 6, Episode 21).]]&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Cobray CM203 Flare Launcher ===&lt;br /&gt;
&lt;br /&gt;
Seen attached to M4s and M16s. Prop wise, these were all Cobray 37mm flare launchers meant to mimic the appearance of an M203. What tips them off is the absence of a second trigger, the shape of the trigger guard, the lack of a step up in the receiver, and the cocking lever on the SIDE of the receiver.&lt;br /&gt;
&lt;br /&gt;
[[File:M4a1cobray.jpg|thumb|none|500px|Cobray CM203 mounted to an M4A1 carbine - 37mm flare]]&lt;br /&gt;
[[File:SG1 - S6EP22M2033.jpg|thumb|500px|none|Teal'c fires a [[M4A1]] with underslung [[Cobray CM203]] in &amp;quot;Full Circle&amp;quot; (Season 6, Episode 22).]]&lt;br /&gt;
&lt;br /&gt;
===FIM-43 Redeye===&lt;br /&gt;
&lt;br /&gt;
A [[FIM-43 Redeye]] is seen in &amp;quot;Full Circle&amp;quot; (Season 6, Episode 22). &lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[Image:SG1 - S6EP7Stinger.jpg|thumb|500px|none|Teal'c ([[Christopher Judge]]) with a FIM-43 Redeye in &amp;quot;Full Circle&amp;quot; (Season 6, Episode 22).]]&lt;br /&gt;
&lt;br /&gt;
=== GP-25 ===&lt;br /&gt;
Seen mounted underneath the [[Ak 47#Norinco Type 84S|Norinco Type 84]] used by Lieutenant Colonel  Sergei Evanov ([[Raoul Ganeev]]) in &amp;quot;Metamorphosis&amp;quot; (Season 6, Episode 16).&lt;br /&gt;
[[Image:Gp-25 1.jpg|thumb|none|351px|GP-25 grenade launcher 40mm]]&lt;br /&gt;
[[Image:SG1 - S6EP15AK.jpg|thumb|none|500px|The Russian SG team and SG-1 prepare to move out in &amp;quot;Metamorphosis&amp;quot; (Season 6, Episode 16).]]&lt;br /&gt;
&lt;br /&gt;
===M136 AT-4===&lt;br /&gt;
&lt;br /&gt;
Seen used by the people of Abydos and Teal'c in &amp;quot;Full Circle&amp;quot; (Season 6, Episode 22).&lt;br /&gt;
&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 Rocket Launcher - 84mm]]&lt;br /&gt;
[[Image:SG1.6R.jpg|thumb|500px|none|Teal'c ([[Christopher Judge]]) aims an AT4 in  &amp;quot;Full Circle&amp;quot; (Season 6, Episode 22).]]&lt;br /&gt;
&lt;br /&gt;
== Grenades ==&lt;br /&gt;
&lt;br /&gt;
=== M67 fragmentation grenade ===&lt;br /&gt;
&lt;br /&gt;
Maybourne ([[Tom McBeath]]) uses a [[M67 hand grenade]] in &amp;quot;Paradise Lost&amp;quot; (Season 6, Episode 15).&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|350px|M67 fragmentation grenade]]&lt;br /&gt;
[[ File:SG1 S6EP15 - Frag.jpg |thumb|none|500px|O'Neill triggers a booby trap based on a [[M67 hand grenade]] in &amp;quot;Paradise Lost&amp;quot; (Season 6, Episode 15).]]&lt;br /&gt;
&lt;br /&gt;
== Other Seasons ==&lt;br /&gt;
&lt;br /&gt;
* [[Stargate SG-1_-_Season 1|Season 1]]&lt;br /&gt;
* [[Stargate SG-1_-_Season 2|Season 2]]&lt;br /&gt;
* [[Stargate SG-1_-_Season 3|Season 3]]&lt;br /&gt;
* [[Stargate SG-1_-_Season 4|Season 4]]&lt;br /&gt;
* [[Stargate SG-1_-_Season 5|Season 5]]&lt;br /&gt;
* [[Stargate SG-1_-_Season 7|Season 7]]&lt;br /&gt;
* [[Stargate SG-1_-_Season 8|Season 8]]&lt;br /&gt;
* [[Stargate SG-1_-_Season 9|Season 9]]&lt;br /&gt;
* [[Stargate SG-1_-_Season 10|Season 10]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Television|Stargate1]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Pentagon_Wars&amp;diff=1303803</id>
		<title>The Pentagon Wars</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Pentagon_Wars&amp;diff=1303803"/>
		<updated>2019-10-28T16:04:17Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:PentagonWarsCover.jpg|thumb|right|300px|''The Pentagon Wars'' (1998)]]&lt;br /&gt;
&lt;br /&gt;
'''''The Pentagon Wars''''' is a 1998 [[HBO]] military satire film directed by [[Richard Benjamin]] and starring [[Kelsey Grammer]] and [[Cary Elwes]]. The film is a loose adaptation of the book ''The Pentagon Wars: Reformers Challenge the Old Guard'' by retired USAF Colonel James G. Burton with many points exaggerated for comedic effect or the result of artistic license. ''The Pentagon Wars'' centers on the bureaucracy surrounding the troubled development of the M2 Bradley Fighting Vehicle and the efforts of Lt. Col. James G. Burton (Elwes) to conduct a live-fire test on the vehicle with a full load of fuel and ammunition as would be under combat conditions. The film's cast included Olympia Dukakis, [[Clifton Powell]], [[Viola Davis]] as well as a cameo by Benjamin as U.S. Defense Secretary Caspar Weinberger.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Pentagon Wars}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==M242 Bushmaster Chaingun==&lt;br /&gt;
A mocked-up [[M242 Bushmaster chaingun]] appears in the film as the primary armament of the M2 Bradley infantry fighting vehicle prototype. Fake M242s are also seen on a line of Bradleys supposedly being produced for Israeli use with &amp;quot;safer&amp;quot; features (including external fuel tanks which would prevent the turret from rotating), an outright fabrication on the movie's part. Israel was interested in a new heavy APC after their experiences in the Lebanon War in 1982, but only purchased a single, standard configuration vehicle without a turret to evaluate the chassis and powerpack, since they were not interested in adopting an IFV. This turretless Bradley was modified further by RAFAEL with extra armour and ERA, but ultimately was not pursued and the T-55-based  Achzarit APC adopted instead.&lt;br /&gt;
&lt;br /&gt;
A stock image of a real Bradley in Desert Storm is also shown at one point.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|400px|M242 Bushmaster - 25mm]]&lt;br /&gt;
[[Image:PWM242Bradley.JPG|thumb|none|600px|An M242 Bushmaster chaingun mounted as the primary armament on an M2 Bradley. This vehicle is a mock-up, probably based on an M8 cargo tractor chassis like the tanks in ''[[Red Dawn (1984)|Red Dawn]]'': the real Bradley's roadwheels have a central space, dividing them into two distinct sets of three.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning M1919A4 Machine Gun==&lt;br /&gt;
At the start of the film, archival footage showing testing of various armored vehicles is seen, including an M3 Lee medium tank with early model [[Browning M1919A4]] machine guns mounted coaxially next to the main turret armament and in the cupola turret.&lt;br /&gt;
[[File:M1919A4 early model.jpg|thumb|none|400px|Browning M1919A4, early model with slotted barrel shroud - .30-06]]&lt;br /&gt;
[[Image:PWM1919.JPG|thumb|none|600px|Browning M1919A4 machine guna are coaxially-mounted and cupola mounted on an M3 Lee medium tank in the opening montage.]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss M1914 Machine Gun==&lt;br /&gt;
During the opening credits montage, a French-built Renault FT-17 light tank can be seen climbing a terrain obstacle, the vehicle armed with a [[Hotchkiss M1914 Machine Gun|Hotchkiss M1914 machine gun]] as the primary weapon.&lt;br /&gt;
[[Image:M1914Hotchkiss.jpg|thumb|none|400px|Tripod-mounted Hotchkiss M1914 machine gun - 8x50mm R Lebel]]&lt;br /&gt;
[[Image:PWHotchkiss.JPG|thumb|none|600px|Archival footage of a Hotchkiss M1914 machine gun mounted in a Renault FT-17 tank in the opening montage.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt MK IV Series 70==&lt;br /&gt;
US Marines sentries can be seen throughout the film carrying holstered [[M1911 pistol series#Colt MK IV Series 70|Colt MK IV Series 70]] pistols (identifiable by the Colt logos on the grips) as their sidearms, likely standing in for military-issue [[M1911 pistol series#M1911A1|M1911A1]] pistols.&lt;br /&gt;
[[Image:ColtMkIVSeries70.jpg|thumb|none|300px|Colt MK IV Series 70 - .45 ACP]]&lt;br /&gt;
[[Image:PWM1911A1.JPG|thumb|none|600px|A U.S. Marine sentry (Darcas Macopson) stands at attention with a holstered Colt MK IV Series 70.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==M16A1 Rifle (A2 Handguards)==&lt;br /&gt;
The evening prior to the final live-fire test on the Bradley at the end of the film, Lt. Col. Burton visits the barracks of the soldiers charged with prepping the Bradley for the test and tells them a story about a soldier he encountered who was wounded in action in Vietnam after having his [[M16 rifle series#M16 Rifle|M16 rifle]] jam on him in combat. Burton is seen holding an [[M16 rifle series#M16A1 Rifle|M16A1 rifle]] with [[M16 rifle series#M!6A2 Rifle|A2]]-style handguards as he recalls the story.&lt;br /&gt;
[[Image:M16A1wA2Handguards.jpg|thumb|none|400px|M16A1 with A2 handguards - 5.56x45mm]]&lt;br /&gt;
[[Image:PWM16A1Elwes.JPG|thumb|none|600px|Lt. Col. Burton ([[Cary Elwes]]) holds an M16A1 rifle that has been fitted with A2 handguards to resemble the A2 model.]]&lt;br /&gt;
[[Image:PWM16A1.JPG|thumb|none|600px|Lt. Col. Burton holding an M16A1 rifle as he recounts a story of a soldier who was wounded in action when his M16 jammed on him in Vietnam.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
When Lt. Col. James G. Burton ([[Cary Elwes]]) meets the fictional Maj. General Partridge ([[Kelsey Grammer]]) at the Pentagon, a scoped [[Winchester Model 70]] rifle can be seen mounted on the wall of General Partridge's office along with various trophies and other memorabilia.&lt;br /&gt;
[[Image:Pre64WinModel70.jpg|thumb|none|400px|Pre-1964 Winchester Model 70 with scope - .30-06]]&lt;br /&gt;
[[Image:PWWinM70.JPG|thumb|none|600px|A Winchester Model 70 hanging on the wall of Maj. General Partridge's office behind Lt. Col. Burton.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
During the meeting between Burton and Partridge, a [[Mk 2 hand grenade]] can be seen on Partridge's desk, likely either a replica or one that has been rendered inert.&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|200px|Mk 2 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:PWMK2.JPG|thumb|none|600px|A fake or inert Mk 2 hand grenade sits on the corner of Maj. General Partridge's desk.]]&lt;br /&gt;
&lt;br /&gt;
==Type 69 RPG==&lt;br /&gt;
&lt;br /&gt;
During live-fire testing on the Bradley, one of the weapons tested on the vehicle is a [[RPG-7#Type 69|Type 69 RPG]], the weapon failing to penetrate the Bradley's armor. This is claimed to be because of the use of &amp;quot;inferior Romanian rockets&amp;quot; which are &amp;quot;only 73mm in diameter,&amp;quot; compared to the 85mm Soviet rockets. In fact, 85mm is the diameter of the ''Chinese'' rocket used by the Type 69 (which was only rated for 150-180mm of RHA at 65 degrees), and the 70mm Romanian PG-7VM HEAT wahead was rated as able to penetrate 300mm of armour plate, as good as a 1969 Soviet PG-7VM. The only 73mm RPG-7 warhead is the Soviet PG-7VS from 1972, and this could penetrate 400mm of RHA: the only warhead that could really be being talked about as ''drastically'' better than the Romanian PG-7VM in the movie's timeframe would be the 1977 PG-7VL, a 93mm warhead rated for over 500mm of RHA.&lt;br /&gt;
[[Image:Type69RPG.jpg|thumb|none|400px|Type 69 RPG - 40mm]]&lt;br /&gt;
[[Image:PWType69RPG.JPG|thumb|none|600px|A U.S. Army soldier prepares to fire a Type 69 RPG at the Bradley during a live-fire test]]&lt;br /&gt;
&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
An [[FIM-43 Redeye]] anti-aircraft missile appears in the film, stated to be a &amp;quot;sensor-fuzed anti-tank missile.&amp;quot; This and the sequence that follows of a Paveway bomb being &amp;quot;tested&amp;quot; by being dropped from a two-storey crane are actually two parts of the same story, and actually about the Air Force's CBU-97 Sensor Fuzed Weapon, a type of cluster bomb using self-forging submunitions which identified their targets via IR, that was under development from 1979 to 1992. In the real Colonel Burton's book, he claims the testing of this weapon was conducted with the bomb being dropped from a crane onto a circle of 14 tanks parked nose-to-tail, with the submunitions' IR sensors locking on to a hotplate the program supervisor had placed on top of each vehicle rather than the vehicle's engine.&lt;br /&gt;
&lt;br /&gt;
The need to make such ridiculous alterations to the target for contemporary IR seekers to sort it from ground clutter is probably the reason the TOW program went with SACLOS guidance that only had to locate an unnaturally intense IR beacon on the missile's tail. Self-guided IR-seeking anti-tank weapons would not be practical until the development of more advanced imaging infrared sensor based detectors.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[Image:PWStinger.JPG|thumb|none|600px|A soldier holds a FIM-43 Redeye prior to a test-firing]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
In several live-fire tests on the Bradley shown during the film, the testing for some reason switches to the faux Bradley being fired on using a tripod-mounted [[BGM-71 TOW]] launcher on the back of a truck instead of an RPG as before: since Lt. Col. Burton several times talks about testing with a &amp;quot;real Soviet weapon,&amp;quot; it is possible it is standing in for an [[AT-5 Spandrel]]. The mocked-up Bradley is also armed with a twin TOW launcher mounted on the left side of the turret, though is never used and kept folded against the side of the turret throughout the film.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:PWTOW.JPG|thumb|none|600px|U.S. Army soldiers prepare to fire a BGM-71 TOW during one of the live-fire tests on the Bradley. The oddly shaped bridging clamp and metallic panel on the side of the traversing unit pivot show this is the same launcher that appeared in ''[[Sentinel, The (TV series)|The Sentinel]]''.]]&lt;br /&gt;
[[File:TOW Bradley.jpg|thumb|none|400px|BGM-71 TOW mounted on Bradley IFV - 152mm]]&lt;br /&gt;
[[Image:PWM242Bradley.JPG|thumb|none|600px|Side view of the M2 Bradley mockup, showing the twin TOW missile launcher on the side of the turret.]]&lt;br /&gt;
&lt;br /&gt;
=Trivia: Bradley development=&lt;br /&gt;
The film gives a timeline of Bradley development which is simply not correct, and conflates a series of distinct projects into a single one. The vehicle was not called the Bradley until General Omar Bradley's death in 1981: the movie shows it being called this in 1968. The APC shown at the start of the design sequence, with the date given as 1968, is actually the T117 prototype from 1957, one of the prototypes that led to the development of the M113 (the diagram shown also quite clearly only has a 30 cal, not a 20mm cannon as stated). The cancelled scout vehicle mentioned in the sequence was the XM800, a separate requirement which was part of the MICV-65 combat vehicle program and always had a turret. The IFV component of MICV-65 (which was only ever supposed to carry 9 men, never 11 as claimed) was cancelled in 1966 since the XM701 ICV was so large and heavy it could not even be carried by a C-141 Starlifter and would be unable to keep pace with the proposed MBT-70. It also always had a turret.&lt;br /&gt;
&lt;br /&gt;
The MICV project was restarted as MICV-70 in 1968, in response to the unveiling of the BMP-1 by the Soviet Union during the Red Square Parade of November 1967. This new project was always supposed to produce an IFV, and was a new design based on the LVT-7 amphibious APC hull, the XM723, which always had aluminium armour. The M139 20mm gun of the earlier variants (a US license-built version of the Hispano-Suiza HS.820), described as a &amp;quot;pansy-ass gun&amp;quot; in the movie, was replaced with a gun of the exact same calibre (the 20mm VRFWS-S (Vehicle Rapid Fire Weapon System-Successor) Bushmaster) because the M139 never performed satisfactorily: the calibre of the Bushmaster did not increase until much later.&lt;br /&gt;
&lt;br /&gt;
The film places the cancellation of the XM800 recon vehicle in 1972, at which point it depicts the addition of the recon vehicle's role as causing the addition of the Bradley's turret, the troop vision blocks, and the firing ports. The XM800 was actually cancelled in 1975, but only the recon role was added to the spec for the MICV-70, since it had inherited all the listed features from the MICV-65 prototypes and was ''still'' considered fast enough to perform the recon role. The concerns raised afterwards of the vehicle &amp;quot;looking like a tank&amp;quot; are actually the complete ''opposite'' of the truth: it was thought of as desirable for the vehicle to appear to be a tank, so that the enemy would be unable to easily tell if they were engaging a cavalry force or an armoured division.&lt;br /&gt;
&lt;br /&gt;
The TOW missile requirement was added in 1976 (not 1981 as the film states) and was an option for the vehicle: it was to be designed with a one-man turret with just the VRFWS-S and the commander seated inside the hull, and a larger alternative two-man turret which also had the TOW launcher. The former was for the IFV role and the latter for the recon / cavalry role, since it was felt the two-man turret would give the commander a better field of view. Ultimately it was decided the cavalry version's two-man turret would be used for both roles, in part over fears that without the &amp;quot;gimmick&amp;quot; of being able to launch the TOW, the entire project might end up cancelled.﻿&lt;br /&gt;
&lt;br /&gt;
Col. Burton (Burton was &amp;quot;demoted&amp;quot; to LTC by the director due to Cary Elwes' youth) was empowered to test vaporifics, ie a claim, based on a British report of the time, that damage to the vehicle could result in production of toxic smoke from burning aluminium that would result in increased crew fatalities. The limited scope of this investigation was why the range engineers did not want to put fuel or ammunition in the Bradley, and ultimately the vaporifics testing failed to show any significant issues with toxic gas production. While Burton's live-fire test led to the unsurprising revelation that shooting a heavy anti-tank missile at the flank of an IFV that was never designed to survive such a hit would make it explode, the resulting experimental Bradley variant with all of the ammunition and fuel moved to armored boxes or outside the hull was much too large and the vehicle entered production in more or less its original configuration. In terms of history, the &amp;quot;defense reform&amp;quot; movement of the 70s and 80s, spearheaded by figures such as Chuck Spinney and Pierre Sprey, was roundly humiliated by the Gulf War, where almost all of the programs they had heavily criticized (such as the M2 Bradley, M1 Abrams, F-15 Eagle, AH-64 Apache, etc) performed superbly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:HBO]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Operation_Ghost&amp;diff=1303802</id>
		<title>Operation Ghost</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Operation_Ghost&amp;diff=1303802"/>
		<updated>2019-10-28T16:04:05Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VG 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;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23]] is used by various Blue Wolf terrorists in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk23.jpg|thumb|none|400px|H&amp;amp;K Mk 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[File:OperationGhost 03.jpg|thumb|none|600px|The Mark 23 with a BW terrorist in Mission 1 after being shot by a Ghost Squad Bravo Team sniper.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-47 Beta-Spetsnaz==&lt;br /&gt;
The AK-47 Beta-Spetsnaz is used by BW terrorists as their main assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jpn airsoft AKU.jpg|thumb|none|400px|TM AK47 Beta-Spetsnaz - 6mm BBs]]&lt;br /&gt;
[[File:OperationGhost 19.jpg|thumb|none|600px|A really good shot of the Beta-Spetsnaz during Mission 1.]]&lt;br /&gt;
[[File:OperationGhost 16.jpg|thumb|none|600px|BW terrorists shot by GS Alpha Team operators in Mission 2.]]&lt;br /&gt;
[[File:OperationGhost 20.jpg|thumb|none|600px|A good shot of the B-S used by a BW terrorist in Mission 3 during a raid on a hijacked cargo ship.]]&lt;br /&gt;
[[File:OperationGhost 15.jpg|thumb|none|600px|BW terrorists (and their cell leader) makes an escape.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is seen with GS operators as their main assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[image:Bushmaster_ACR_SBR.jpg|thumb|none|400px|Bushmaster ACR with red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:OperationGhost 38.jpg|thumb|none|600px|A tutorial screen showing a GS operator shouldering the Bushmaster ACR with an EOTech sight on the upper receiver. Note the flash hider.]]&lt;br /&gt;
[[File:OperationGhost 39.jpg|thumb|none|600px|Closeup of the ACR being used by Alpha 2 while taking cover during a gunfight in Mission 1.]]&lt;br /&gt;
[[File:OperationGhost 40.jpg|thumb|none|600px|Another shot of the ACR with a GS element in Mission 2.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
An Accuracy International Arctic Warfare is seen with Ghost Squad whenever they're required to do sniper work.&lt;br /&gt;
&lt;br /&gt;
[[File:Airsoft WELL G96D AW .338 Sniper Rifle.jpg|thumb|none|500px|Airsoft WELL G96D AW .338 Sniper Rifle]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:OperationGhost 08.jpg|thumb|none|600px|The AW as a weapons icon during a tutorial brief on sniping the hostage taker in Mission 1.]]&lt;br /&gt;
[[File:OperationGhost 04.jpg|thumb|none|600px|GS Bravo Team sniper with the AW after taking out the BW hostage taker. Note the shiny ejection port, suggesting that the production team based it on an air gun.]]&lt;br /&gt;
[[File:OperationGhost 05.jpg|thumb|none|600px|GS Charlie Team provide overwatch during an anti-BW op in Mission 2.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The FN Minimi is seen mounted in front of the passenger seat of the Desert Patrol Vehicle when GS Alpha Team commandeers it near the end of Mission 3. Some are seen with BW-manned Humvees in Mission 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minimi Standard 5.56 (2012).jpg|thumb|none|400px|FN Minimi Standard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:OperationGhost 34.jpg|thumb|none|600px|The Minimi in front of the passenger seat of the DPV in Mission 3.]]&lt;br /&gt;
[[File:OperationGhost 41.jpg|thumb|none|600px|BW Humvees with the Minimi in the gun turret in Mission 4.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240 Machine Gun==&lt;br /&gt;
The FN M240 Machine Gun is seen as a weapon icon whenever a machine gun is used during a combat sequence from vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|FN M240 LMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:OperationGhost 12.jpg|thumb|none|600px|The M240 GPMG as a weapon icon in Mission 4.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240D==&lt;br /&gt;
The FN M240D is seen mounted on vehicles commandeered by GS elements. &lt;br /&gt;
&lt;br /&gt;
[[Image:M240d.jpg|thumb|none|350px|M240D machine gun - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:OperationGhost 34.jpg|thumb|none|600px|The M240D on top of the DPV in Mission 3.]]&lt;br /&gt;
[[File:OperationGhost 35.jpg|thumb|none|600px|GS Land Rover Wolf Weapons Mount Installation Kit (WMIK) SUVs on the move to intercept a BW convoy at the start of Mission 4.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
The General Dynamics GAU-17/A is seen with GS as their main machine gun of choice when mounted on helicopters.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-17A Sea Hawk Mount.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:OperationGhost 06.jpg|thumb|none|600px|GS Charlie provide aerial support in Mission 1 while taking out BW terrorists on a hijacked express train.]]&lt;br /&gt;
[[File:OperationGhost 14.jpg|thumb|none|600px|The GAU-17/A being manned by GS CT in Mission 3.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
The GE M134 Minigun is seen as a weapon icon whenever players use the GAU-17/A during a combat sequence. It's seen with the unnamed mohawk boss as his main weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[File:DGTAMinigun.jpg|thumb|450px|none|DeGroat Tactical Armaments Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:OperationGhost 07.jpg|thumb|none|600px|The dual M134s as a weapon icon in Mission 1.]]&lt;br /&gt;
[[File:OperationGhost 02.jpg|thumb|none|600px|The unnamed boss with the handheld minigun and a hostage in Mission 2.]]&lt;br /&gt;
&lt;br /&gt;
==GIAT M621==&lt;br /&gt;
The [[GIAT M621]] is seen with a BW SuperHind chopper in Mission 4.&lt;br /&gt;
&lt;br /&gt;
[[File:THL 20.jpg|thumb|400px|none|GIAT THL 20 - 20x102mm]]&lt;br /&gt;
[[File:OperationGhost 13.jpg|thumb|none|600px|An ISS screen view of the SuperHind. The M621 is mounted underneath the camera.]]&lt;br /&gt;
&lt;br /&gt;
==XM307 ACSW==&lt;br /&gt;
The machine guns used by BW forces appear to be based on the XM307 ACSW.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm30750cal.jpg|thumb|none|400px|XM307 ACSW - 25x59mm HEAB]]&lt;br /&gt;
[[File:OperationGhost 17.jpg|thumb|none|600px|Automated machine gun turrets fired at GS elements in Mission 2.]]&lt;br /&gt;
[[File:OperationGhost 18.jpg|thumb|none|600px|Another shot of the turret.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==AN/M8 HC smoke grenade==&lt;br /&gt;
An [[AN/M8 HC smoke grenade]] is seen with the unnamed bald boss in Mission 1 when he uses it to block the player's vision before closing in with his machete.&lt;br /&gt;
&lt;br /&gt;
[[File:M8 grenade surplus.JPG|thumb|none|200px|Surplus AN/M8 HC smoke grenade]]&lt;br /&gt;
[[File:OperationGhost 42.jpg|thumb|none|600px|The AN/M8 HC tossed to the ground in Mission 1.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] appears to be used by GS and BW alike to provide non-lethal distractions or cover.&lt;br /&gt;
&lt;br /&gt;
[[File:M18violet.jpg|thumb|none|200px|M18 smoke grenade - Violet.]]&lt;br /&gt;
[[File:OperationGhost 28.jpg|thumb|none|600px|The M18s strapped at the back of Alpha 2's tac vest in Mission 2.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What seem to be [[M26 hand grenade]]s are seen strapped on the unnamed bald boss, first seen in Mission 1.&lt;br /&gt;
&lt;br /&gt;
[[Image:6696s.jpg|thumb|none|200px|M61 hand grenade, improved version of the M26.]]&lt;br /&gt;
[[File:OperationGhost 33.jpg|thumb|none|600px|The M26s strapped on his MOLLE vest at the end of Mission 1.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] is seen as a weapons icon when the game prompts player to use a frag grenade.&lt;br /&gt;
&lt;br /&gt;
[[Image:FakeM67.jpg|thumb|none|200px|'''Airsoft''' &amp;quot;M67 hand grenade&amp;quot; gas bottle.]]&lt;br /&gt;
[[File:OperationGhost 29.jpg|thumb|none|600px|The M67 as a weapons icon, prompting the player to use a frag grenade.]]&lt;br /&gt;
&lt;br /&gt;
==MK3 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade]] is seen with some BW terrorists dressed in tactical gear.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade.]]&lt;br /&gt;
[[File:OperationGhost 37.jpg|thumb|none|600px|A BW terrorist with the MK3s strapped on his tac vest in Mission 3 after being shot.]]&lt;br /&gt;
&lt;br /&gt;
==Model 777 flashbang grenade==&lt;br /&gt;
The Model 777 flashbang grenade is in the game as the main flashbang for GS and BW alike. &lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290 flashbang dummy.jpg|thumb|none|200px|Dummy Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:OperationGhost 30.jpg|thumb|none|600px|The warning prompt on the Alpha Team operator's ISS screen in Mission 2. It visually looks like the 7290.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
A [[Mk 19 Grenade Launcher]] is seen with Blue Wolf Humvees commandeered during Mission 3.&lt;br /&gt;
&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[File:OperationGhost 00.jpg|thumb|none|600px|The Mk 19 aimed at Ghost elements.]]&lt;br /&gt;
[[File:OperationGhost 01.jpg|thumb|none|600px|Side profile of the AGL. Note the vehicle mount.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears to be used by GS Charlie Team when the BW terrorist mastermind attempts to escape via Mil-Mi-8 Hip chopper at the end of Mission 5.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:OperationGhost 09.jpg|thumb|none|600px|Shouldering the Redeye after the mastermind gets away.]]&lt;br /&gt;
[[File:OperationGhost 10.jpg|thumb|none|600px|Another shot of the Redye being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] is seen as a weapon icon whenever players uses it during a combat sequence.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|400px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:OperationGhost 11.jpg|thumb|none|600px|The Stinger as a weapons icon.]]&lt;br /&gt;
&lt;br /&gt;
==Pansarskott m/86==&lt;br /&gt;
The Pansarskott m/86 is seen with the unnamed mohawk boss once his minigun is taken out, first seen in Mission 2. It's seen with the rest of BW in the game, being implied that it's used as their main rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:OperationGhost 21.jpg|thumb|none|600px|The m/86 strapped on his back near the end of Mission 2.]]&lt;br /&gt;
[[File:OperationGhost 22.jpg|thumb|none|600px|The m/86 fired at GS elements in close quarters.]]&lt;br /&gt;
[[File:OperationGhost 36.jpg|thumb|none|600px|A BW terrorist rushes to confront GS elements in Mission 3.]]&lt;br /&gt;
[[File:OperationGhost 27.jpg|thumb|none|600px|You can slightly see the dropped tube after a cargo container is dropped on the terrorists.]]&lt;br /&gt;
[[File:OperationGhost 26.jpg|thumb|none|600px|A BW terrorist opens fire at a GS chopper.]]&lt;br /&gt;
[[File:OperationGhost 23.jpg|thumb|none|600px|The unnamed boss confronts the GS elements in Mission 5.]]&lt;br /&gt;
&lt;br /&gt;
=Special Weapons=&lt;br /&gt;
&lt;br /&gt;
==Cane Gun==&lt;br /&gt;
A cane disguised as a gun is seen with the unnamed monocle-wearing boss in Mission 5.&lt;br /&gt;
&lt;br /&gt;
[[File:OperationGhost 24.jpg|thumb|none|600px|The CG being raised during a cutscene in Mission 5.]]&lt;br /&gt;
[[File:OperationGhost 25.jpg|thumb|none|600px|A decent shot of the CG being fired at GS Alpha Team operators.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Gun Drones==&lt;br /&gt;
Armed machine gun-type drones are seen in Mission 5.&lt;br /&gt;
&lt;br /&gt;
[[File:OperationGhost 32.jpg|thumb|none|600px|Armed drones surround GS elements in Mission 5.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
[[File:OperationGhost 31.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Video Game]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Nikita_(2010)_-_Season_2&amp;diff=1303801</id>
		<title>Nikita (2010) - Season 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Nikita_(2010)_-_Season_2&amp;diff=1303801"/>
		<updated>2019-10-28T16:03:09Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unknown}}&lt;br /&gt;
{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|name= Nikita - Season 2&lt;br /&gt;
|picture = Nikita Season 2.jpg&lt;br /&gt;
|country = [[File:USA.jpg|25px]] USA&lt;br /&gt;
|channel =  The CW&lt;br /&gt;
|genre = Espionage &amp;lt;br&amp;gt; Drama &amp;lt;br&amp;gt; Mystery&lt;br /&gt;
|creator = Craig Silverstein&lt;br /&gt;
|dates = 2011 - 2012&lt;br /&gt;
|episodes = 23&lt;br /&gt;
|character1=Nikita Mears&lt;br /&gt;
|actor1=[[Maggie Q]]&lt;br /&gt;
|character2=Michael&lt;br /&gt;
|actor2=[[Shane West]]&lt;br /&gt;
|character3=Alexandra Udinov&lt;br /&gt;
|actor3=[[Lyndsy Fonseca]]&lt;br /&gt;
|character4=Seymour Birkhoff&lt;br /&gt;
|actor4=[[Aaron Stanford]]&lt;br /&gt;
|character5=Sean Pierce&lt;br /&gt;
|actor5=[[Dillon Casey]]&lt;br /&gt;
|character6=Amanda&lt;br /&gt;
|actor6=[[Melinda Clarke]]&lt;br /&gt;
|character7=Percy&lt;br /&gt;
|actor7=[[Xander Berkeley]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|2|Nikita (2010){{!}}Nikita}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
Some of Dr. Mars's gunmen in &amp;quot;Falling Ash&amp;quot; carry the 92FS. Division operatives and Guardians use the Beretta. MI6 agents operating in Russia are armed with the 92FS in &amp;quot;Arising&amp;quot;. Robby uses one while disguised as a civilian contractor in infiltrating Maxwell AFB in &amp;quot;Crossbow&amp;quot;.&lt;br /&gt;
[[image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Nikita surprise.jpg|thumb|none|600px|A gunman working for Dr. Mars points the 92FS behind Michael before he attacks him in &amp;quot;Falling Ash&amp;quot;.]]&lt;br /&gt;
[[File:Nikita 92FS fire.jpg|thumb|none|600px|Miller fires his [[Beretta 92FS]] at GOGOL agents in Switzerland in &amp;quot;Guardians&amp;quot;. You can see a LAM-like module attached below the barrel.]]&lt;br /&gt;
[[File:Nikita M16 agent.jpg|thumb|none|600px|A MI6 agent confronts Cassandra with his 92FS drawn in &amp;quot;Arising&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 B92 2.jpg|thumb|none|600px|A Division agent aims his Beretta at Micheal in &amp;quot;Dead Drop&amp;quot;, only to have the weapon click empty.]]&lt;br /&gt;
[[File:Nikita Robby Beretta pistol.jpg|thumb|none|600px|Robby aiming his 92FS at a USAF Airman.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
Sean carries the [[Beretta 92FS Inox]] as his sidearm for the entire season. Nikita uses an Inox in &amp;quot;Falling Ash&amp;quot;, and Alex uses another Inox in &amp;quot;Fair Trade&amp;quot; to kill a corrupt ICE agent. Percy carries the Inox as his sidearm in &amp;quot;Doublecross&amp;quot; and &amp;quot;Homecoming&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Inoxflipside.jpg|thumb|none|350px|Beretta 92FS Inox (flip side) - 9x19mm.]]&lt;br /&gt;
[[File:Nikita2 inox 1.jpg|thumb|none|600px|Sean fires his Inox in the motel shootout in &amp;quot;Game Change&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 inox 4.jpg|thumb|none|600px|Nikita aims the Inox at a Venezuelan thug in &amp;quot;Falling Ash&amp;quot;.]]&lt;br /&gt;
[[File:Nikita pistol firing.jpg|thumb|none|600px|Alex fires the Inox, killing a corrupt ICE agent.]]&lt;br /&gt;
[[File:Nikita Inox grab.jpg|thumb|none|600px|Nikita about to grab the Inox's slide and disassemble the weapon in &amp;quot;Fair Trade&amp;quot;.]]&lt;br /&gt;
[[File:Nikita pistol grip.jpg|thumb|none|600px|Michael hands his Inox to Amanda during a flashback in &amp;quot;Origins&amp;quot;.]]&lt;br /&gt;
[[File:Nikita Inox table.jpg|thumb|none|600px|The Inox on the coffee table.]]&lt;br /&gt;
[[File:Nikita2 inox 6.jpg|thumb|none|600px|Sean fires his Inox at Division tactical teams in Berlin, Germany in &amp;quot;Dead Drop&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 inox 7.jpg|thumb|none|600px|Sean holds his [[Beretta 92FS Inox]] after killing Robbie in &amp;quot;Crossbow&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 inox 8.jpg|thumb|none|600px|Percy opens fire with his Inox as Nikita breaches his office in &amp;quot;Homecoming&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 inox 10.jpg|thumb|none|600px|The Inox, slide locked back, lies on the table with spare magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
In ''Partners'', former Division agent Kelly ([[Katheryn Winnick]]) is seen using a PX4 during a confrontation with Alex and Nikita.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|400px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[File:Nikita-31.jpg|thumb|600px|none|Kelly holding a Px4 on Alex in &amp;quot;Partners&amp;quot;.]]&lt;br /&gt;
[[File:Berettastormnikita.JPG|thumb|600px|none|Another shot of the same scenario mentioned.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm Sub-Compact==&lt;br /&gt;
Ari Tasarov ([[Peter Outerbridge]]) is seen removing a [[Beretta Px4 Storm|Beretta Px4 Storm Sub-Compact]] from Sergei Semak's ([[Peter J. Lucas]]) desk in &amp;quot;Partners&amp;quot;. A few moments later, Sergei is seen using it to execute a GOGOL official. Cassandra ([[Helena Mattsson]]) uses one the &amp;quot;London Calling&amp;quot;, later passing the weapon to Nikita.  Alex ([[Lyndsy Fonseca]]) carries the Px4 Storm Sub-Compact in &amp;quot;Origins&amp;quot; after taking it from a GOGOL operative and uses it in the ensuing gun battle. It then becomes her main sidearm for the rest of the season. &lt;br /&gt;
[[Image:Px4StormCompact.jpg|thumb|none|400px|Beretta Px4 Storm Sub-Compact - 9x19mm]]&lt;br /&gt;
[[Image:Nikita-46.jpg|thumb|none|600px|Ari moving his hand away from the weapon.]]&lt;br /&gt;
[[Image:Nikita2 px4sub 3.jpg|thumb|none|600px|Cassandra aims her Px4 at her Belarusian contact in &amp;quot;London Calling&amp;quot; .]]&lt;br /&gt;
[[Image:Nikita2 px4sub 4.jpg|thumb|none|600px|Nikita holds the pistol after killing a corrupt MI6 agent.]]&lt;br /&gt;
[[Image:Nikita2 px4sub 6.jpg|thumb|none|600px|Alex confronts Ari with her Storm Sub-Compact.]]&lt;br /&gt;
[[Image:Nikita2 px4sub 9.jpg|thumb|none|600px|The slide locks back as Alex's Px4 runs empty.]]&lt;br /&gt;
[[File:Nikita Alex pistol.jpg|thumb|none|600px|Alex aiming the Storm outside the hotel.]]&lt;br /&gt;
[[File:Nikita Alex pistol Russia.jpg|thumb|none|600px|Alex aims her Storm Sub-Compact at a guard in &amp;quot;Arising&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 px4sub 10.jpg|thumb|none|600px|Alex fires her weapon during the Berlin gunfight in &amp;quot;Dead Drop&amp;quot; .]]&lt;br /&gt;
[[File:Nikita2 px4sub 11.jpg|thumb|none|600px|Alex confronts Robby in New York State.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Michael's ([[Shane West]]) sidearm for the first part of Season 2 is a [[Beretta 93R]] with the foregrip removed. Nikita takes a Beretta 93R off a guard in &amp;quot;Pale Fire&amp;quot; and uses it during the escape.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[File:Nikita2 B93 2.jpg|thumb|none|600px|Micheal storms the fake therapy clinic in &amp;quot;Falling Ash&amp;quot;, Beretta at the ready.]]&lt;br /&gt;
[[File:Nikita2 B93 1.jpg|thumb|600px|none|Michael fires his Beretta 93R in the air in &amp;quot;Partners&amp;quot;. The muzzle flash is CGI, as the hammer and slide never actually move.]]&lt;br /&gt;
[[File:Nikita2 B93 8.jpg|thumb|none|600px|He fires his 93R during a gun battle in &amp;quot;Knightfall&amp;quot;. He uses the three-shot burst during this fight.]]&lt;br /&gt;
[[File:Nikita2 B93 7.jpg|thumb|600px|none|Michael holds his [[Beretta 93R]] on Percy in &amp;quot;Clean Sweep&amp;quot; after Percy insults his hair.]]&lt;br /&gt;
[[File:Nikita 93R gunfire.jpg|thumb|none|600px|Michael takes aim with the 93R at a fleeing sedan.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P99AS==&lt;br /&gt;
Nikita uses the [[Walther_P99#Walther_P99AS_.28Anti_Stress.29|Walther P99AS]] as her sidearm in Season 2, carrying it throughout the season&lt;br /&gt;
[[File:P99 AS 9mm.jpg|thumb|none|300px|Walther P99AS (Anti Stress) - 9x19mm]]&lt;br /&gt;
[[File:Nikita2 P99 11.jpg|thumb|none|600px|Nikita ambushes a Division vehicle with her P99AS in the season premire.]]&lt;br /&gt;
[[File:Nikita2 P99 1.jpg|thumb|none|600px|Nikita fires her P99AS during the Colombian safehouse firefight in &amp;quot;Knightfall&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 P99 10.jpg|thumb|none|600px|She reloads while in cover a few seconds later.]]&lt;br /&gt;
[[File:Nikita2 P99 3.jpg|thumb|none|600px|Nikita confronts Gains, an Oversight member, with her suppressed P99 in &amp;quot;Clawback&amp;quot;]]&lt;br /&gt;
[[File:Nikitap99suppressed.jpg|thumb|none|600px|Nikita firing her suppressed P99 at one of Tupalov's men in &amp;quot;London Calling&amp;quot;]]&lt;br /&gt;
[[File:Nikita pistol aiming a.jpg|thumb|none|600px|Nikita aims her P99 at Sean after disarming him in &amp;quot;Fair Trade&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 P99 6.jpg|thumb|none|600px|Nikita holds her [[Walther_P99#Walther_P99AS_.28Anti_Stress.29|Walther P99AS]] as she and Alex meet in &amp;quot;Pale Fire&amp;quot;. On this show, Mexican Standoffs seem to be the preferred way of saying &amp;quot;Hi&amp;quot;]]&lt;br /&gt;
[[File:Nikita2 P99 5.jpg|thumb|none|600px|Nikita surrenders her P99 as she and Patrick are arrested by Swiss police after a shootout.]]&lt;br /&gt;
[[File:Nikita2 P99 9.jpg|thumb|none|600px|Nikita holds her P99 on Percy in &amp;quot;Clean Sweep&amp;quot; while Micheal covers her. The slide markings are clearly visible. ]]&lt;br /&gt;
[[File:Nikita 213 Clean Sweep.jpg|thumb|none|600px|Promotional image from &amp;quot;Clean Sweep&amp;quot;.]]&lt;br /&gt;
[[File:NIkita Walther P99 stalk.jpg|thumb|none|600px|Nikita with the P99 while sneaking up on a Division agent.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Nikita uses a [[Glock 17]] in &amp;quot;Game Change&amp;quot; (E1), &amp;quot;Power&amp;quot; (E18) and &amp;quot;Crossbow&amp;quot;(E22), usually &amp;quot;borrowed&amp;quot; from subdued foes. The fake Belarusian president in &amp;quot;Looking Glass&amp;quot; (E5) uses a Glock 17 to threaten Alex before being disarmed.  Various police officers, Army MPs, and bodyguards carry the weapon as well. Division personnel mandated for combat/guard duty carry the Glock 17 as their main sidearm.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|A Generation 2 Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm. Note the finger grooves, thumb reliefs, and accessory rail on the frame, which differentiate it from the older model.]]&lt;br /&gt;
[[File:Nikita Glock 17.jpg|thumb|none|600px|Nikita aiming the Glock 17.]]&lt;br /&gt;
[[File:Nikita Glock aim.jpg|thumb|none|600px|The Glock 17 pointed at Alex's back.]]&lt;br /&gt;
[[File:Nikita2 G17 2.jpg|thumb|none|600px|Alex aims the weapon at the fake president after disarming him.]]&lt;br /&gt;
[[File:Nikita2 G17 11.jpg|thumb|none|600px|DARD operators cover Nikita with Glock 17s as they prepare to arrest her in &amp;quot;Guardians&amp;quot; (E10).]]&lt;br /&gt;
[[File:Nikita2 G17 7.jpg|thumb|none|600px|Nikita aims a &amp;quot;borrowed&amp;quot; Glock 17 at Amanda after escaping the bio-vault in &amp;quot;Power&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 G17 6.jpg|thumb|none|600px|A Division security guard holds his Glock as Percy launches a coup in &amp;quot;Power&amp;quot;.]]&lt;br /&gt;
[[File:Nikita Ian Damascus.jpg|thumb|none|600px|Ian holds a Glock 17 while talking to Percy.]]&lt;br /&gt;
[[File:Nikita county police officer.jpg|thumb|none|600px|A Suffolk County policeman aims his sidearm at Nikita.]]&lt;br /&gt;
[[File:Nikita silenced Glock.jpg|thumb|none|600px|Nikita fires a suppressed Glock 17 at Division agents.]]&lt;br /&gt;
[[File:Nikita2 G17 8.jpg|thumb|none|600px|A plainclothes Division agent with a Glock 17 before Alex clobbers her in &amp;quot;Crossbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
In &amp;quot;Falling Ash&amp;quot; (S2E2), a brainwashed ice cream vendor uses a [[Glock 26]] to assassinate a Senator. Alex carries a Glock 26, sometimes suppressed, as her sidearm for the first half of the season and specifically requests it from a weapons dealer in Russia. Roan carries the Glock 26, often suppressed, for the entire season. During Nikita's flashback to her drug-addict past in &amp;quot;Rogue&amp;quot; (S2E14), she used a Glock 26 to execute a plainclothes policeman. Birkhoff finds a Glock 26 with an extended barrel during the police station battle in &amp;quot;Shadow Walker&amp;quot; (S2E20) and uses it to kill a Division agent.&lt;br /&gt;
[[Image:Glock 26.jpg‎ |thumb|none|300px|Glock 26 - 9x19mm]]&lt;br /&gt;
[[File:Nikita ice cream man.jpg|thumb|none|600px|The brainwashed ice cream vendor fires the Glock 26.]]&lt;br /&gt;
[[File:Nikita2 G26 10p.jpg|thumb|none|850px|Roan carries his suppressed Glock 26 in a promotional photo from &amp;quot;Partners&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 G26 3.jpg|thumb|none|600px|Alex aims her suppressed Glock 26 as she and Nikita meet in Russia in &amp;quot;Pale Fire&amp;quot;(E11).]]&lt;br /&gt;
[[File:Nikita2 G26 4.jpg|thumb|none|600px|Alex's Glock 26 rest on a table as they plan a rescue.]]&lt;br /&gt;
[[File:Nikita2 G26 7.jpg|thumb|none|600px|Nikita firing the Glock 26.]]&lt;br /&gt;
[[File:Nikita2 G26 8.jpg|thumb|none|600px|The Glock 26 jams, an empty shell casing stuck in ejection port.]]&lt;br /&gt;
[[File:Nikita2 G26 1.jpg|thumb|none|600px|The Glock 26 found by Birkhoff in a Suffolk County police station staircase.]]&lt;br /&gt;
[[File:Nikita2 G26 2.jpg|thumb|none|600px|Birkhoff empties the weapon into a Division agent.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911 ==&lt;br /&gt;
Birkhoff ([[Aaron Stanford]]) draws a [[M1911_pistol_series#Smith_.26_Wesson_SW1911|Smith &amp;amp; Wesson SW1911]] in &amp;quot;Origins&amp;quot; (S02E15). He uses it again in &amp;quot;Doublecross&amp;quot; (S02E16).&lt;br /&gt;
[[File:S&amp;amp;WM1911SS.jpg|thumb|300px|none|Smith &amp;amp; Wesson SW1911 Stainless version with front slide serrations - .45 ACP]]&lt;br /&gt;
[[File:Nikita Birkhoff pistol.jpg|thumb|none|600px|Birkhoff aiming the SW1911 at Carla.]]&lt;br /&gt;
[[File:Nikita Birkhoff standoff.jpg|thumb|none|600px|Birkhoff threatening Carla.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911 Compact ES==&lt;br /&gt;
Michael carries a [[Smith &amp;amp; Wesson SW1911 Compact ES]] in &amp;quot;Shadow Walker&amp;quot; (S2E20). He is also seen with it in &amp;quot;Dead Drop&amp;quot; (S2E21). This is presumably his new weapon of choice.&lt;br /&gt;
[[File:S&amp;amp;W SW1911 Compact ES.jpg|thumb|none|300px|Smith &amp;amp; Wesson SW1911 Compact ES - .45 ACP]]&lt;br /&gt;
[[File:Nikita dual pistols.jpg|thumb|none|600px|Michael aiming the SW1911 Compact ES while disguised as a bank robber.]]&lt;br /&gt;
[[File:Nikita pistol firing a.jpg|thumb|none|600px|Michael firing the SW1911 Compact ES at plainclothed Division agents.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger KP89==&lt;br /&gt;
Alex carries a [[Ruger_P-series_pistol#Ruger_P89|Ruger KP89]] in &amp;quot;Doublecross&amp;quot; (S2E16). It may be a reference to the old 1997 [[La Femme Nikita]] show, in which the KP89 was standard-issue.&lt;br /&gt;
[[File:RugerKP89.jpg|thumb|400px|none|Ruger KP89 - 9x19mm]]&lt;br /&gt;
[[File:Nikita2 KP89 2.jpg|thumb|none|600px|Alex carries the KP89 as she answers a knock on the door.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
A two-tone [[SIG-Sauer P226]] is used by Percy in ''Knightfall'' to cripple Ramon in order to force him to work for Division.&lt;br /&gt;
[[Image:SigP226TwoTone03.jpg|thumb|none|300px|SIG-Sauer P226 (Two-Tone) - 9x19mm]]&lt;br /&gt;
[[File:Nikita Percy.jpg|thumb|none|600px|Percy aiming the two-tone P226 at Ramon's back in &amp;quot;Knightfall&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P239==&lt;br /&gt;
A silenced P239 with a stainless body is seen in &amp;quot;Power&amp;quot;.&lt;br /&gt;
[[File:Nikita2 239 1.jpg|thumb|none|600px|The silenced P239 near a mirror.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P22==&lt;br /&gt;
A brainwashed woman in ''Falling Ash'' uses a [[Walther P22]] to assassinate a Senator.&lt;br /&gt;
[[File:P22 black.jpg|thumb|400px|none|Walther P22 - .22 LR]]&lt;br /&gt;
[[File:Nikita P99.jpg|thumb|none|600px|A brainwashed woman aims the P22 after she began to approach the Senator.]]&lt;br /&gt;
&lt;br /&gt;
==Bond Arms Snake Slayer IV==&lt;br /&gt;
Alex takes a [[Bond Arms Derringer|Bond Arms Snake Slayer IV derringer]] from the Division armory in &amp;quot;Clawback&amp;quot;. Amanda carries the derringer in &amp;quot;Power&amp;quot; (E18) and &amp;quot;Homecoming&amp;quot; (E23), though a screenshot was unavailable.&lt;br /&gt;
[[File:Bond arms snake slayer IV.jpg|thumb|401px|none|Bond Arms Snake Slayer IV - .45 Long Colt/.410 shot shell]]&lt;br /&gt;
[[File:Nikita S02E07 snake slayer IV.jpg|thumb|none|600px|The Snake Slayer IV can be seen on the left above the knife.]]&lt;br /&gt;
[[File:Nikita S02E07 snake slayer IV 2.jpg|thumb|none|600px|Alex puts the derringer into her bag]]&lt;br /&gt;
&lt;br /&gt;
==Zoraki 914==&lt;br /&gt;
On several occasions, [[Zoraki 914]] blank firing pistols are used. These pistols are capable of semi automatic and full automatic fire, and are used to substitute for conventional pistols and machine pistols.&lt;br /&gt;
[[File:Zoraki 914 satin chrome.jpg|thumb|400px|none|Zoraki 914 Polished Chrome - 9mm PAK blanks]]&lt;br /&gt;
[[File:KellyZoraki.JPG|thumb|none|600px|Kelly preparing to cover Nikita across a bridge on the Turkish-Armenian Border in &amp;quot;Partners&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 20DS==&lt;br /&gt;
In &amp;quot;Power&amp;quot; (S02E18) Ari Tasarov ([[Peter Outerbridge]]) can be with a chrome plated [[Chiappa Rhino 20DS]] (2&amp;quot; barreled version) revolver with a fibre optic front sight. &lt;br /&gt;
[[File:Chiappa Rhino chrome 20DS current.jpg|thumb|400px|none|Chiappa Rhino 20DS, current production version with fibre optic front sight - .357 Magnum.]]&lt;br /&gt;
[[File:Nikita2 rino 1.jpg|thumb|none|600px|Ari's 20DS revolver next to cash taken from his personal safe. Note the speedloader next to the revolver.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 66==&lt;br /&gt;
In &amp;quot;Partners&amp;quot;, Kelly uses what appears to be a [[Smith &amp;amp; Wesson Model 66]] taken from a Turkish Gendarmerie officer.  This is a continuity error as she had earlier been holding a snub Colt Python.&lt;br /&gt;
[[File:Mod66wPachmayr.jpg|thumb|none|300px|Swith &amp;amp; Wesson Model 66 - .357 Magnum]]&lt;br /&gt;
[[File:Nikita2 Python 1.jpg|thumb|none|600px|Kelly kills a Gendarmerie officer with the revolver.]]&lt;br /&gt;
[[File:Nikita2 revolver 4.jpg|thumb|none|600px|Nikita holds the S&amp;amp;W revolver after disarming Kelly. Note the distinctive S&amp;amp;W release latch.  This is also a continuity error as it was a Python moments ago.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
In a continuity error, Kelly uses a [[Colt Python]] with a 2.5&amp;quot; barrel when she ambushes Nikita in ''Partners'' rather than her Smith and Wesson Model 66. &lt;br /&gt;
[[File:Coltpython25.jpg|thumb|300px|none|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Nikita2 Python 3.jpg|thumb|none|600px|Kelly ambushes Nikita from behind.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Performance Center==&lt;br /&gt;
Birkhoff ([[Aaron Stanford]]) uses a [[Smith_%26_Wesson_Model_29|Smith &amp;amp; Wesson Model 629 Performance Center]] to defend his home in &amp;quot;343 Walnut Lane&amp;quot;.&lt;br /&gt;
[[File:SW629PC.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 &amp;quot;Performance Center&amp;quot; - .44 Magnum]]&lt;br /&gt;
[[File:Nikita blind fire.jpg|thumb|none|600px|Birkhoff about to blind fire at attackers with the Model 629.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36 &amp;quot;Chiefs Special&amp;quot;==&lt;br /&gt;
Dr. Henderson carries a [[Smith &amp;amp; Wesson Model 36]] when Nikita and Micheal visit him in &amp;quot;Crossbow' (E22)&lt;br /&gt;
[[Image:S&amp;amp;W 36.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 36 - .38 Special - 5 shot.  First pattern with flat latch cylinder release.]]&lt;br /&gt;
[[Image:Nikita2 revolver 1.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7==&lt;br /&gt;
Nikita carries the [[MP7]] as her primary heavy weapon in Season 2, first seen in &amp;quot;343 Walnut Lane&amp;quot; (S2E6).  Michael, Alex, and Sean also use the MP7, the latter two notably using it in &amp;quot;Crossbow&amp;quot; and &amp;quot;Homecoming&amp;quot;.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 4.6x30mm with Zeiss Z-Point red dot sight and 40-round magazine]]&lt;br /&gt;
[[File:Nikita shootout.jpg|thumb|none|600px|Nikita aims the MP7 at the incoming Division team.]]&lt;br /&gt;
[[File:Nikita2 mp7 2.jpg|thumb|none|600px|She blasts away one-handed at Division agents after Micheal is wounded.]]&lt;br /&gt;
[[File:Nikita S02E07 snake slayer IV.jpg|thumb|none|600px|The MP7 is on the right side of the photo.]]&lt;br /&gt;
[[File:Nikita MP7 fire.jpg|thumb|none|600px|Decent closeup of the MP7 being fired by Nikita.]]&lt;br /&gt;
[[File:Nikita Michael MP7.jpg|thumb|none|600px|Michael with the MP7.]]&lt;br /&gt;
[[File:Nikita masked robber.jpg|thumb|none|600px|Nikita disguised as a bank robber.]]&lt;br /&gt;
[[File:Nikita2 mp7 5.jpg|thumb|none|600px|Sean aims his MP7 at a Division team.]]&lt;br /&gt;
[[File:Nikita2 mp7 7.jpg|thumb|none|600px|Alex opens fire with her MP7 at Division agents.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
Division agents, as well as various thugs and police officers, carry [[MP5A3]]s with tri-rails and foregrips.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; (wide) forearm - 9x19mm with stock extended]]&lt;br /&gt;
[[File:Nikita2 MP5 1.jpg|thumb|none|600px|A Venezuelan thug holds an MP5A3 on Nikita after she gets caught scouting the fake therapy clinic in &amp;quot;Falling Ash&amp;quot; .]]&lt;br /&gt;
[[File:Nikita2 Mp5 4.jpg|thumb|none|600px|A Division agent on VIP guard duty with the MP5A3 in &amp;quot;Clawback&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 Mp5 3.jpg|thumb|none|600px|Another agent opens fire on Nikita in the hotel firefight in the same episode.]]&lt;br /&gt;
[[File:Nikita CO19.jpg|thumb|none|600px|A CO19 officer searches Cassandra's apartment in &amp;quot;Looking Glass&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 MP5 7.jpg|thumb|none|600px|A Division agent holds an [[MP5A3]] during the hostage swap in &amp;quot;Doublecross&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 MP5 8.jpg|thumb|none|600px|An agent holds his MP5A3 as Percy tries to talk his way out in &amp;quot;Power&amp;quot;.]]&lt;br /&gt;
[[File:Nikita explosive takedown.jpg|thumb|none|600px|A Division commando gets killed from an explosion caused by rigged C4 in &amp;quot;Dead Drop&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5K ==&lt;br /&gt;
The [[MP5K]] is used by various bodyguards and henchmen throughout Season 2. Michael carries one in &amp;quot;Guardian&amp;quot; during the black-box gunfight in Switzerland. The Division Guardians Patrick Miller ([[William DeVry]]) and Tim ([[Jason Gosbee]]) carry them when covering Nikita and Michael in &amp;quot;Clean Sweep&amp;quot; and Percy uses the MP5K in &amp;quot;Rogue&amp;quot;; and  Carla takes one in &amp;quot;Doublecross&amp;quot; after being wounded by Birkhoff. &lt;br /&gt;
[[Image:MP5K-SEF.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP5K - version with SEF Plastic Trigger Pack - 9x19mm]]&lt;br /&gt;
[[File:Nikita MP5K.jpg|thumb|none|600px|A gunman holds an MP5K in Britain while guarding Cassandra.]]&lt;br /&gt;
[[File:Nikita2 MP5K 4.jpg|thumb|none|600px|Michael fires his MP5K at GOGOL agents.]]&lt;br /&gt;
[[File:Nikita Guardian.jpg|thumb|none|600px|Patrick aims his MP5K at members of Oversight.]]&lt;br /&gt;
[[File:Nikita2 MP5K 7.jpg|thumb|none|600px|Percy aims the MP5K at Carla.]]&lt;br /&gt;
[[File:Nikita2 MP5K 1.jpg|thumb|none|600px|The Guardians Patrick and Tim cover Nikita and Michael with their [[MP5K]]s during the hostage exchange in &amp;quot;Clean Sweep&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 MP5K 6.jpg|thumb|none|600px|One of the guardians, Tim fires his MP5K at GOGOL agents in the Gates House shootout.]]&lt;br /&gt;
[[File:Nikita2 MP5K 5.jpg|thumb|none|600px|Carla grabs an MP5K from a bag containing several more MP5Ks after being wounded in &amp;quot;Clean Sweep&amp;quot;.]]&lt;br /&gt;
[[File:Nikita Carla MP5K.jpg|thumb|none|600px|Carla fires her MP5K at Birkhoff after being shot.]]&lt;br /&gt;
[[File:Nikita2 MP5K 2.jpg|thumb|none|600px|A bodyguard empties his MP5K at Nikita as she dives behind a sofa in &amp;quot;Shadow Walker&amp;quot; (S2E20).]]&lt;br /&gt;
[[File:Nikita Division farm raid.jpg|thumb|none|600px|Division agents engage Alex and Sean.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector == &lt;br /&gt;
Birkhoff ([[Aaron Stanford]]) carries a [[TDI Vector]] after Sean breaches the safehouse in &amp;quot;Sanctuary&amp;quot; (S2E12). Roan ([[Rob Stewart]]) and Patrick Miller ([[William DeVry]]) carry them during the warehouse battle in &amp;quot;Rogue&amp;quot; (S2E14) and &amp;quot;Doublecross&amp;quot; (S02E016).&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[File:Nikita2 TDI 1.jpg|thumb|none|600px|Birkhoff carries the Vector after the safehouse is breached in &amp;quot;Sanctuary&amp;quot;.]]&lt;br /&gt;
[[File:Nikita TDI Vector.jpg|thumb|none|600px|Another shot of Birkhoff with the Vector.]]&lt;br /&gt;
[[File:Nikita2 TDI 2.jpg|thumb|none|600px|Roan  with the TDI Vector in &amp;quot;Rouge&amp;quot;.]]&lt;br /&gt;
[[File:Nikita Patrick Miller.jpg|thumb|none|600px|Patrick with the TDI Vector while taking cover.]]&lt;br /&gt;
[[File:Nikita2 TDI 3.jpg|thumb|none|600px|Roan guns down a pair of Division agents with his Vector.]]&lt;br /&gt;
[[File:Nikita Patrick and Vector.jpg|thumb|none|600px|Patrick searchs the steel mill while armed with the Vector in &amp;quot;Doublecross&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
Michael uses an [[Uzi]] in ''Game Change''. Oversight sentries carry one in ''Sanctuary'' as well.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|350px|IMI Uzi 9x19mm]]&lt;br /&gt;
[[File:Nikita Uzi.jpg|thumb|none|600px|Michael takes cover behind a Crown Victoria after firing his Uzi.]]&lt;br /&gt;
[[File:NIkita Oversight guard.jpg|thumb|none|600px|Oversight guard seen through night vision binoculars.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
Nikita ([[Maggie Q]]) dual-wields a [[Mini Uzi]] along with her MP7 in &amp;quot;343 Walnut Lane&amp;quot; after Micheal is hit. Another Mini-Uzi is seen on a long table in &amp;quot;Clawback&amp;quot;.&lt;br /&gt;
[[Image:MiniUzi 01.jpg|thumb|none|300px|IMI Mini Uzi with stock folded - 9x19mm]]&lt;br /&gt;
[[File:Nikita2 MUzi 3.jpg|thumb|none|600px|Nikita grabs the Mini Uzi from a table during the shootout in &amp;quot;343 Walnut Lane&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 MUzi 1.jpg|thumb|none|600px|[[Mini Uzi]] muzzle flash lights up the room, showing the distinctive forgrip.]]&lt;br /&gt;
[[File:Nikita2 MUzi 2.jpg|thumb|none|600px|Brass flies as Nikita unloads on the Division team.]]&lt;br /&gt;
[[File:Nikita Mini Uzi.jpg|thumb|none|600px|The Mini Uzi near Alex's bag.]]&lt;br /&gt;
&lt;br /&gt;
==Calico M950==&lt;br /&gt;
A brainwashed Alice ([[Julie McNiven]]) in ''Falling Ash'' is armed with a Calico M950 outfitted with a scope when Dr. Mars plays a music file when Owen instructs him to download files for the Regiment.&lt;br /&gt;
&lt;br /&gt;
[[File:Calico M950.jpg|thumb|none|450px|Calico M950 pistol converted to full auto fire with plain barrel and 100 round helical magazine - 9x19mm]]&lt;br /&gt;
[[File:Nikita Calico.jpg|thumb|none|600px|Alice about to fire the M950 at Berkoff after trying to stop her from shooting the house of an assassination target.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
In &amp;quot;Guardians&amp;quot; (S2E10), GOGOL agents deployed to Switzerland use [[AKM|AKMs]] with Picatinny railings and modern furniture. Nikita and Owen use them, taken from dead GOGOL agents. GOGOL agents carry the AKMs again during the gunbattle in &amp;quot;Clean Sweep&amp;quot; (S2E13). Roan, pretending to be a GOGOL agent, uses one in &amp;quot;Doublecross&amp;quot;. The customized AKM seemed to have been modeled on the King Arms AK-74 Tapco airsoft gun, and it is possible some of the rifles seen in the background are in fact airsoft guns. &lt;br /&gt;
[[File:King arms ak74 tapco folding stock aeg right.jpg|thumb|none|400px|King Arms AK74 Tapco Folding Stock - Similar to the AKM in ''Nikita''.]]&lt;br /&gt;
[[File:Nikita GOGOL tac team.jpg|thumb|none|600px|A GOGOL tac team operator with the custom AKM. He, however, holds the rifle by the magazine instead of the foregrip.]]&lt;br /&gt;
[[File:Nikita Custom AK GOGOL.jpg|thumb|none|600px|GOGOL agent with the custom AKM in Switzerland while engaging Nikita and Patrick.]]&lt;br /&gt;
[[File:Nikita GOGOL Custom AK.jpg|thumb|none|600px|GOGOL agents ambushe a Swiss police convoy.]]&lt;br /&gt;
[[File:Nikita Custom AK.jpg|thumb|none|600px|Owen opens fire with a customized AKM at GOGOL agents.]]&lt;br /&gt;
[[File:Nikita2 AKM 2.jpg|thumb|none|600px|A GOGOL agent engages Owen with his AKM. Note that although the weapon has stovepiped, the actor and sound editor keep &amp;quot;firing&amp;quot; the AKM.]]&lt;br /&gt;
[[File:Nikita2 AKM 4.jpg|thumb|none|600px|Nikita fires a customized AKM.]]&lt;br /&gt;
[[File:Ak variant gogul clean sweep.jpg|thumb|none|600px|Gogul agent with an AKM in &amp;quot;Clean Sweep&amp;quot;]]&lt;br /&gt;
[[File:Nikita drive by.jpg|thumb|none|600px|Roan as a fake GOGOL agent shoots a custom AKM with a green laser sight at Michael.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zastava M70==&lt;br /&gt;
Tupolev henchmen were armed with the [[Zastava M70]] in &amp;quot;London Calling&amp;quot;, Casandra ([[Helena Mattsson]]) commandeers one. In &amp;quot;Guardian&amp;quot;, GOGOL agents on patrol around the perimeter of the Semak Estate in Russia are armed with [[Zastava M70|Zastava M70AB2s]].&lt;br /&gt;
[[Image:Zastava M70AB2.jpg‎ |thumb|none|400px|Zastava M70AB2 folding stock rifle - 7.62x39mm]]&lt;br /&gt;
[[File:Nikita rifle fire.jpg|thumb|none|600px|A Tupolev henchman firing at Nikita to keep her down.]]&lt;br /&gt;
[[File:Nikita barrel closeup.jpg|thumb|none|600px|A Tupolev henchman fires his M70 at Michael and Nikita before Cassandra sneaks up on him.]]&lt;br /&gt;
[[File:Nikita2 M70 1.jpg|thumb|none|600px|Cassandra commandeers the weapon and shoots another henchmen.]]&lt;br /&gt;
[[File:Nikita2 M70 2.jpg|thumb|none|600px|A GOGOL agent at the Semak Estate is armed with the M70 as he reports in.]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
Armenian Border Guards are armed with the [[AKMS]] in ''Partners''. &lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]]&lt;br /&gt;
[[File:Nikita Armenian border guard.jpg|thumb|none|600px|Armenian Border Guards patrolling the Armenian border next to Turkey's through Kelly's binoculars.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Czech Small Arms Sporter Compact==&lt;br /&gt;
Some GOGOL agents in &amp;quot;Clean Sweep&amp;quot; and &amp;quot;Power&amp;quot; carry [[SA vz.58 Compact]]s, a shortened version of the [[SA vz.58]]. &lt;br /&gt;
[[File:SA vz.58 Compact 7.62x39mm.jpg|thumb|none|400px|SA Vz.58 Compact - 7.62x39mm]]&lt;br /&gt;
[[File:Nikita2 custom 1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:Nikita2 custom 3.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
Nikita uses a [[Beretta ARX-160]] in &amp;quot;Rogue&amp;quot; (S02E14), fighting alongside Michael in the warehouse to save Carla. This is the first appearance of the ARX-160 in a television show. Micheal carries the ARX-160 during the steel mill shootout in &amp;quot;Doublecross&amp;quot; (S2E16) and while holding up a truck in &amp;quot;Shadow Walker&amp;quot;.&lt;br /&gt;
[[File:ARX160.jpg|thumb|none|400px|Beretta ARX-160 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Nikita2 ARX 9.jpg|thumb|none|600px|Nikita takes cover a concrete pillar. The Beretta ARX-160 is seen in her hands]]&lt;br /&gt;
[[File:Nikita2 ARX 10.jpg|thumb|none|600px|Nikita opens fire on Division agents with the ARX-160.]]&lt;br /&gt;
[[File:Nikita2 ARX 5.jpg|thumb|none|600px|Micheal aims his ARX-160 at Division agents in &amp;quot;Doublecross&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 ARX 6.jpg|thumb|none|600px|Muzzle flash obscures the front of the weapon as Micheal fires on Division personel.]]&lt;br /&gt;
[[File:Nikita2 ARX 7.jpg|thumb|none|600px|Another shot of the [[Beretta ARX-160]] in action.]]&lt;br /&gt;
[[File:Nikita2 ARX 1.jpg|thumb|none|600px|Micheal (far left) covers the driver with the ARX-160 as Alex checks the back.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Law Enforcement Carbine==&lt;br /&gt;
One of the Division agents in &amp;quot;343 Walnut Lane&amp;quot; carry [[M16_rifle_series#Colt_Law_Enforcement_Carbine|Colt Law Enforcement Carbines]] fitted with a telescopic sight. The weapon has also been modified with a number of Magpul accessories, including PMAG with ranger baseplate, a UBR stock and an MOE handguard. The weapon is later picked up and used by Roan ([[Rob Stewart]]). Sean Pierce (Dillon Casey) carries the weapon, fitted with a bipod and suppressor, in his amphibious assault on the beach safehouse in &amp;quot;Sanctuary&amp;quot;  &lt;br /&gt;
[[File:ColtLE6920MP.jpg|thumb|none|400px|Colt Law Enforcement Carbine 6920 with Magpul MOE stock, pistol grip, &amp;amp; handguard, MVG foregrip, PMAG, and MBUS Rear sight - 5.56x45mm]]&lt;br /&gt;
[[File:Nm14.JPG|thumb|none|600px|Roan holding the Law Enforcement Carbine in &amp;quot;343 Walnut Lane&amp;quot;.]]&lt;br /&gt;
[[File:Nikita carbine closeup.jpg|thumb|none|600px|Closeup of the Colt LE Carbine being used by Roan to shoot Nikita and the others escaping by rubber boat.]]&lt;br /&gt;
[[File:Nikita2 CLEC 7.jpg|thumb|none|600px|Sean holds the Colt LE Carbine as he emerges from the ocean in &amp;quot;Sanctuary&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 CLEC 9.jpg|thumb|none|600px|Sean sets up the LE Carbine during his assault on the safehouse.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
In ''Falling Ash'', Owen uses the [[Tavor TAR-21]] as his main weapon when he and Michael raid Dr. Mar's fake therapy clinic. A few Division operatives uses this in &amp;quot;343 Walnut Lane&amp;quot;.&lt;br /&gt;
[[File:Tavor-tar.jpg|thumb|none|400px|IMI Tavor TAR-21 with MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:Nikita Tavor shot.jpg|thumb|none|600px|Good shot of the CTAR-21 used by Owen.]]&lt;br /&gt;
[[File:Nikita Owen Tavor.jpg|thumb|none|600px|Owen aiming the CTAR-21 at the back of Dr. Mars.]]&lt;br /&gt;
[[File:Nm14.JPG|thumb|none|600px|A Division operative standing behind Roan in &amp;quot;343 Walnut Lane&amp;quot; with the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
Michael ([[Shane West]]) uses a Colt [[M16A1]] fitted with an [[M203]] (along with the correct leaf and quadrant sights) in &amp;quot;343 Walnut Lane&amp;quot; (S02E06).&lt;br /&gt;
[[File:M16wM203.jpg|thumb|500px|none|M16A1 fitted with and M203 - 5.56x45mm]]&lt;br /&gt;
[[File:Nikita M16A1 closeup.jpg|thumb|none|600px|Closeup of Michael firing the M16A1 at pursuing Division operatives.]]&lt;br /&gt;
[[File:Nikita M203.jpg|thumb|none|600px|Firing the M203.]]&lt;br /&gt;
[[File:Nikita M16A1.jpg|thumb|none|600px|Michael firing the M16A1 to provide cover fire.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A2==&lt;br /&gt;
US Marines are armed with Colt M16A2s in &amp;quot;Homecoming&amp;quot;.&lt;br /&gt;
[[File:Nikita US Marines.jpg|thumb|none|600px|US Marines deployed to raid Division.]]&lt;br /&gt;
&lt;br /&gt;
== Custom AR-15 ==&lt;br /&gt;
Sean Pierce (Dillon Casey) carries Micheal's custom AR-15 from Season 1 during the Gates House battle in &amp;quot;Clean Sweep&amp;quot; (S02E13). Nikita uses it again in &amp;quot;Dead Drop&amp;quot; (S2E21). &lt;br /&gt;
[[File:Dillon-Casey-in-NIKITA-Episode-2.jpg|thumb|none|400px|Promotional Image of Sean and the rifle]]&lt;br /&gt;
[[File:Nikita2 AR15 1.jpg|thumb|none|600px|Sean covers the hostage swap in &amp;quot;Clean Sweep&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 AR15 3.jpg|thumb|none|600px|Sean opens fire on GOGOL agents ]]&lt;br /&gt;
[[File:Nikita2 AR15 4.jpg|thumb|none|600px|A view of the weapon's right side.]]&lt;br /&gt;
[[File:Nikita silenced rifle.jpg|thumb|none|600px|Nikita aims a suppressed AR-15 in &amp;quot;Dead Drop&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
Division operatives sent to kill Nikita and Michael  in &amp;quot;Game Change&amp;quot; are armed with [[M4A1]]s with C-More red dot sights. In a flashback, Roan ([[Rob Stewart]]) and a team of Division agents use the rifle while disguised as American soldiers. Stock M4A1s are used by Division personnel in &amp;quot;343 Walnut Lane&amp;quot;.  Michael also uses an M4A1 with Magpul MOE furniture with a  C-More Tactical RDS in &amp;quot;Clean Sweep&amp;quot; and a telescopic sight later. &lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|400px|Colt M4A1.]]&lt;br /&gt;
[[File:Nikita2 M4 3.jpg|thumb|none|600px|Division agent firing the M4A1. You can see the C-More red dot sight.]]&lt;br /&gt;
[[File:Nikita2 M4 9.jpg|thumb|none|600px|Roan and his Division team hold M4A1s fitted with green lasers and Division's signature C-More sight after murdering American soldiers guarding Iraqi reconstruction money in a flashback. Note that they are wearing the old Desert BDU since the scene was set in 2003.]]&lt;br /&gt;
[[File:Nikita2 M4 10.jpg|thumb|none|600px|Discarded M4A1s lie on the ground in a flashback to the investigation into the Division hit.]]&lt;br /&gt;
[[File:Nikita2 M4 4.jpg|thumb|none|600px|A Division agents fires his M4A1 during the first shootout in &amp;quot;343 Walnut Lane&amp;quot;. He's the odd man out in this scene, as the other agents carry dot-sighted Tavors. Maybe the armorer was short a Tavor?]]&lt;br /&gt;
[[File:Nikita2 m4 6.jpg|thumb|none|600px|Agents pour [[M4A1]] fire into Birkhoff's house in the nighttime shootout.]]&lt;br /&gt;
[[File:Nikita2 m4 1.jpg|thumb|none|600px|Michael fires his M4A1 at GOGOL agents in &amp;quot;Clean Sweep&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 M4 7.jpg|thumb|none|600px|Michael holds his scoped M4A1 in &amp;quot;Origins&amp;quot; .]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] appears to be the stand-issue Division assault rifle and are used by Division personnel with, and without the suppressor and C-MORE sight. In ''Knightfall'', a flashback shows Division guards standing guard behind Ramon with 552s. A uniformed Belorussian Presidential Security Service officer uses one in ''Looking Glass''. Division tactical teams are armed with the SG 552 during a raid in Berlin, Germany in ''Dead Drop''.&lt;br /&gt;
[[Image:SIG_SG552.jpg|thumb|400px|none|SIG SG 552 5.56x45mm]]&lt;br /&gt;
[[File:Nikita2 552 4.jpg|thumb|none|600px|Division guards with SG 552s stand behind a cuffed Ramon.]]&lt;br /&gt;
[[File:Nikita BPSS.jpg|thumb|none|600px|A Belarusian Presidential Security Service officer is armed with a SG 552, although the barrel can't be seen due to the dark background.]]&lt;br /&gt;
[[File:Nikita SIG 552.jpg|thumb|none|600px|A Division agent corners Percy.]]&lt;br /&gt;
[[File:Nikita Division raid.jpg|thumb|none|600px|A Division tactical team assaulter named Steven fires his SG 552 at Michael.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli Nova==&lt;br /&gt;
Alex ([[Lyndsy Fonseca]]) carries a short-barreled [[Benelli Nova]] Tactical version with a dot sight and collapsible stock in &amp;quot;Wrath&amp;quot; (S2E19) and &amp;quot; &amp;quot;Shadow Walker&amp;quot; (S2E20). Birkhoff pick it up and passes it to Sean in &amp;quot;Dead Drop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli nova nfa1.jpg |thumb|none|400px|Benelli Nova NFA Tactical with ghost ring sights - 12 Gauge]]&lt;br /&gt;
[[File:Nikita Alex shotgun.jpg|thumb|none|600px|Alex takes aim with the dot sight mounted on the Nova in &amp;quot;Wrath&amp;quot;.]]&lt;br /&gt;
[[File:Nikita2 nova 2.jpg|thumb|none|600px|BOOM! Alex opens fire with the Nova in &amp;quot;Shadow Walker&amp;quot; as she and Micheal raid Ian Damascus's estate .]]&lt;br /&gt;
[[File:Nikita2 nova10.jpg|thumb|none|600px|The Nova recoils...]]&lt;br /&gt;
[[File:Nikita2 nova 6.jpg|thumb|none|600px|Alex racks the slide, chambers another round.]]&lt;br /&gt;
[[File:Nikita2 nova 9.jpg|thumb|none|600px|And aims her weapon again. Alex manages two incredibly fast shots in this scene.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty Remington 870 Shotgun== &lt;br /&gt;
Michael is armed with a [[Serbu Super Shorty]] with a foregrip in &amp;quot;Rogue&amp;quot; and &amp;quot;Homecoming&amp;quot;.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 Gauge]]&lt;br /&gt;
[[File:Nikita compact shotgun.jpg|thumb|none|600px|Michael fires the shotgun at downed Division agents.]]&lt;br /&gt;
[[File:Nikita dual wield.jpg|thumb|none|600px|Michael holds the M67 while wielding a Serbu Super Shorty.]]&lt;br /&gt;
[[File:Nikita acting tough.jpg|thumb|none|600px|Michael putting the Serbu Super Shorty on his shoulder.]]&lt;br /&gt;
&lt;br /&gt;
==Valtro PM5==&lt;br /&gt;
GOGOL operatives carry [[Valtro PM5]] pump-action shotguns with detachable magazines during the forest shootout in Turkey at the end of &amp;quot;Partners&amp;quot; (S2E4). They are seen again in &amp;quot;Arising&amp;quot; as GOGOL operatives ambush an MI6 team.&lt;br /&gt;
[[File:Valtro pm5 14 inch.jpg|thumb|none|500px|Valtro PM5 with 14&amp;quot; barrel and LPA sights - 12 Gauge]]&lt;br /&gt;
[[File:Nikita Hawk shotgun.jpg|none|thumb|600px|A GOGOL agent shot by Roan in &amp;quot;Partners&amp;quot;. You can see the detachable magazine attached.]]&lt;br /&gt;
[[File:Nikita Hawk shotgun a.jpg|thumb|none|600px|thumb|Another view of the Valtro PM5 in the hands of another GOGOL agent.]]&lt;br /&gt;
[[File:Nikita2 PM5 2.jpg|thumb|none|600px|thumb|A GOGOL agent holds a PM5 as he ambushes a MI6 team in &amp;quot;Arising&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Ruger 22 Charger==&lt;br /&gt;
Alex uses a custom [[Ruger 22 Charger]] with an extendable buttstock, scope and suppressor in ''Knightfall''.&lt;br /&gt;
&lt;br /&gt;
[[File:188452 ts.jpg|thumb|none|301px|Ruger 22 Charger Target Pistol with a black polymer frame - .22LR]]&lt;br /&gt;
[[File:Nikita2 charger 4.jpg|thumb|none|600px|The Charger liews in its carry case as Alex unpacks..]]&lt;br /&gt;
[[File:Nikita Alex sniper rifle.jpg|thumb|none|600px|Alex prepares the rifle in Quebec City to assassinate Anton Kuchenko.]]&lt;br /&gt;
[[File:Nikita2 charger 2.jpg|thumb|none|600px|A close-up of the receiver as Alex prepares to load the rifle. Despite the Charger being chambered in .22LR and magazine-fed, she is seen inserting a much larger round directly into the chamber.]]&lt;br /&gt;
[[File:Nikita2 charger 3.jpg|thumb|none|600px|Alex aims her Charger at Kuchenko. She chose a very poor position to snipe from, as she is too close to the hole in the wall and readly visible.]]&lt;br /&gt;
&lt;br /&gt;
==EDM Arms Windrunner==&lt;br /&gt;
Michael ([[Shane West]]) uses an [[EDM Arms Windrunner]] at the end of &amp;quot;Clawback&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M96rifle.jpg|thumb|400px|none|EDM Arms Windrunner - .50 BMG]]&lt;br /&gt;
[[File:Nikita sniper rifle.jpg|thumb|none|600px|Closest shot you can get of the Windrunner used by Michael to snipe Division agents.]]&lt;br /&gt;
&lt;br /&gt;
=Machine guns=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A Browning M2HB can be partially seen in &amp;quot;Homecoming&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nikita US Marines with Nikita.jpg|thumb|none|600px|You can partially see the barrel of the M2HB mounted on top of a Humvee.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
An [[HK21]] machine gun is seen in Nikita's safehouse in &amp;quot;Dead Drop&amp;quot; (S2E21)&lt;br /&gt;
[[Image:HK21MachineGun.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Nikita safehouse.jpg|thumb|none|600px|A HK21 LMG in the center of the long table.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper SAW==&lt;br /&gt;
An [[M249]] Paratrooper SAW is seen in Nikita's safehouse in &amp;quot;Doublecross&amp;quot; (S2E16). Birkoff briefly picks it up and loads an M16 magazine into the SAW in &amp;quot;Dead Drop&amp;quot; (S2E21)&lt;br /&gt;
&lt;br /&gt;
[[Image:M249ParaModel.jpg|thumb|none|400px|M249 Paratrooper - a real blank adapted movie gun with bipod folded and a picatinny rail on the top of the feed tray cover - 5.56x45mm]]&lt;br /&gt;
[[File:Nikita LMG.jpg|thumb|none|600px|M249 seen on top of a long table.]]&lt;br /&gt;
[[File:Nikita safehouse.jpg|thumb|none|600px|A M249 is seen in the background next to the HK21 LMG.]]&lt;br /&gt;
[[File:Nikitia Birkhoff and M249.jpg|thumb|none|600px|Birkhoff armed with a M249. You can see the M16-type magazine loaded.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==M67==&lt;br /&gt;
A M67 is used by Michael to intimidate Division personnel in &amp;quot;Homecoming&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nikita grenade.jpg|thumb|none|600px|Michael threatens Division personnel with a M67 after the safety pin was removed.]]&lt;br /&gt;
[[File:Nikita dual wield.jpg|thumb|none|600px|Michael holds the M67 while wielding a Serbu Super Shorty.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
&lt;br /&gt;
==DefTech 40mm multi launcher==&lt;br /&gt;
Michael uses a [[DefTech 37mm launcher#DefTech 40mm multi launcher|DefTech 40mm multi launcher]] in &amp;quot;Shadow Walker&amp;quot; (S2E20) to destroy a truck. Similar weapons were also used in [[The Incredible Hulk]].&lt;br /&gt;
[[File:Deftech40mmML.jpg|thumb|400px|none|DefTech 40mm multi launcher]]&lt;br /&gt;
[[File:Nikita grenade launcher stock.jpg|thumb|none|600px|Buttstock of the DefTech.]]&lt;br /&gt;
[[File:Nikita grenade launcher fire.jpg|thumb|none|600px|Michael firing the DefTech after Alex gives the all-clear.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
Division Agent Wyatt ([[Andrew Hinkson]]) uses a [[FIM-43 Redeye]] surface to air missile launcher in &amp;quot;Doublecross&amp;quot; (S2E16), where it is incorrectly depicted as an unguided rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:Nikita Javelin.jpg|thumb|none|600px|Wyatt aiming the Redeye at Nikita and Michael's getaway car.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-NH-75==&lt;br /&gt;
An [[RPG-NH-75]] is used in Switzerland to take out a Swiss police van to retrieve the black box.&lt;br /&gt;
&lt;br /&gt;
[[File:RPG-NH-75 Open.jpg|thumb|none|450px|RPG-NH-75 - 68mm]]&lt;br /&gt;
[[File:Nikita RPG-22 aim.jpg|thumb|none|600px|A GOGOL agent takes aim with the RPG-NH-75's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==Automated Machine Gun==&lt;br /&gt;
In ''Partners'', an automated machine gun based from an M4-type rifle with a 100-round magazine was used near the Turkey-Armenia border to &amp;quot;shoot&amp;quot; at Nikita.&lt;br /&gt;
&lt;br /&gt;
[[File:Nikita auto machine gun.jpg|thumb|none|600px|The mounted machine gun being fired at Nikita.]]&lt;br /&gt;
&lt;br /&gt;
==Cane weapon==&lt;br /&gt;
Alex was armed with a cane that was actually a firearm in ''Falling Ash''. It was never used since she intervened to save a Senator from being assassinated.&lt;br /&gt;
&lt;br /&gt;
[[File:Nikita cane weapon.jpg|thumb|none|600px|Alex preparing the cane weapon for use.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Canadian Produced/Filmed]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=MacGyver_(1985)_-_Season_6&amp;diff=1303800</id>
		<title>MacGyver (1985) - Season 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=MacGyver_(1985)_-_Season_6&amp;diff=1303800"/>
		<updated>2019-10-28T16:02:54Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TV Title Season|6|MacGyver (1985 TV Series){{!}}MacGyver}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The [[M1911A1]] has a high volume of appearances through-out the series.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|350px|none|M1911A1 .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Custom M1911==&lt;br /&gt;
&lt;br /&gt;
Appears in &amp;quot;Strictly Business&amp;quot; (S6E19), it is Murdoc's ([[Michael Des Barres]]) main carry pistol through-out the episode. This [[M1911]] is distinguishable with chrome finish, black controls (slide stop and safety), black spur hammer, brown/wood grips with emblem, slightly angular trigger guard, harsh angular slide top and slightly protruding barrel.&lt;br /&gt;
&lt;br /&gt;
It first appears in the beggining sequence when Murdoc goes to a hearing with HIT top executives. Though first he is asked to remove all weapons and Murdoc lays the M1911 on the hood of his car. He uses the gun again at MacGyver's houseboat. He first keeps it in his holster and takes it out when Mac gets out of the trap. After blowing up Mac's rental car with [[FIM-43 Redeye]], Murdoc chases Mac to the forest with the M1911 at hand. He later is seen screwing a suppressor on to it in order to shoot a lock and enter a cabin without alarming Suzanne Walker. He withdraws when he hears the little girl using a secret entrance to cabin. Once he manages to get alone with MacGyver, he has a camera setup where the pull of the M1911's trigger will activate the camera and take a photo of MacGyver's death. After foiled by distraction by Amy and chairshot from MacGyver, Murdoc fires at the two of them. He is last seen with the pistol holding Suzanne Walker hostage with it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt Goverment Model Stainless.jpg|thumb|none|350px|Stainless Colt Government Model M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocPistol3.jpg|thumb|none|450px|S6E19 - Murdoc (Michael Des Barres) watching mom and daughter take MacGyver to shelter. Pretty much the best shot of the gun in the episode.]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocPistol5.jpg|thumb|none|450px|S6E19 - Murdoc screwing a suppressor on M1911]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocPistol6.jpg|thumb|none|450px|S6E19 - Murdoc with M1911 with suppressor on.]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocPistol4.jpg|thumb|none|450px|S6E19 - Murdoc humoring Suzanne with M1911 on hand.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70==&lt;br /&gt;
A [[Heckler &amp;amp; Koch VP70]] is handled by a little boy that sparks a flashback in &amp;quot;Blood Brothers&amp;quot; (S4E02).&lt;br /&gt;
[[Image:VP70.jpg|thumb|none|300px|Heckler &amp;amp; Koch VP70Z with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:MacS4E02 01.jpg|thumb|none|450px|A little boy handles the [[Heckler &amp;amp; Koch VP70]] in a hunting store in &amp;quot;Blood Brothers&amp;quot; (S4E02). ]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92AFS==&lt;br /&gt;
[[Taurus PT92AFS]] has multiple appearances. The Taurus was a pistol more readily available to Canadian armorers, so when the production moved to Vancouver in later seasons, it became the gun of choice for most villains and their underlings during seasons 4-7, taking over H&amp;amp;K P9S's duty from season 1-3.&lt;br /&gt;
* '''&amp;quot;Eye of Osiris&amp;quot; (S6E14)'''' -  A (sometimes suppressed) [[Taurus PT92AFS]] was used by Nicolas Von Leer ([[Kai Wulff]])&lt;br /&gt;
[[Image:TaurusPT92AFSwBlack.jpg|thumb|none|300px|Taurus PT92AFS (Stainless) with Slimline Black Factory Grips - 9x19mm]]&lt;br /&gt;
[[File:Kai Wulff In MacGyver.jpg|thumb|none|450px|Nicolas Von Leer ([[Kai Wulff]]) with the suppressed Taurus PT92AFS in &amp;quot;Eye of Osiris&amp;quot; (S6E14).]]&lt;br /&gt;
[[File:MacS6E14 02.jpg|thumb|none|450px|A suppressed Taurus PT92AFS was used by Nicolas Von Leer ([[Kai Wulff]]) in &amp;quot;Eye of Osiris&amp;quot; (S6E14).]]&lt;br /&gt;
[[File:MacS6E14 03.jpg|thumb|none|450px|A Taurus PT92AFS was held by Nicolas Von Leer ([[Kai Wulff]]) in &amp;quot;Eye of Osiris&amp;quot; (S6E14).]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 92F ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92F/FS|Beretta 92F]] is used throughout the series&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Halloween Knights&amp;quot; (S5E06)''' - Wielded by a freelance assassin named Hank Gregg (Scott J. Ateah), who is used as a guinea pig for Nicholas Helman's &amp;quot;Death Row&amp;quot; trap gauntlet to test it's effectiveness against a skilled assassin on par with Murdoc. &lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Strictly Business&amp;quot; (S6E19)''' - When Murdoc sets off a metal detector at HIT hearing early in the episode, he told to remove the rest of his hidden weapons. One of these weapons is a Beretta 92F.&lt;br /&gt;
&lt;br /&gt;
[[Image:MacGyverS5E06MrGregg1.jpg|thumb|none|450px|S5E06 - Mr. Gregg (Scott J. Ateah) with his Beretta 92F ready to take on the Death Row]]&lt;br /&gt;
[[Image:MacGyverS5E06MrGregg2.jpg|thumb|none|450px|S5E06 - Mr. Gregg (Scott J. Ateah) with his Beretta 92F, pinned down at the machine gun nest trap. You can just see the slide-mounted safety, indicating that it's a Beretta and not a Taurus]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocWpns.jpg|thumb|none|450px|S6E19 - Murdoc laying the second batch of weapons after triggering the metal detector. Beretta 92F on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 84==&lt;br /&gt;
Eunice (Claire Vardiel) uses a [[Beretta 80 Series Pistols - &amp;quot;Cheetah&amp;quot;|Beretta 84]] in &amp;quot;Legend of the Holy Rose, Part 2&amp;quot; (S5E02). Erich Von Leer ([[Christopher Neame]]) appears to use a stainless model in the same episode.&lt;br /&gt;
[[Image:Ber84left.jpg|thumb|none|300px|Beretta 84 (earlier version with round trigger guard) .380 ACP]]&lt;br /&gt;
[[File:MacS5E04 02.jpg|thumb|none|450px|Eunice (Claire Vardiel) uses a [[Beretta 84]] in &amp;quot;Legend of the Holy Rose, Part 2&amp;quot; (S5E02). ]]&lt;br /&gt;
[[File:MacS5E04 01.jpg|thumb|none|450px|Erich Von Leer ([[Christopher Neame]]) appears to use a stainless model in &amp;quot;Legend of the Holy Rose, Part 2&amp;quot; (S5E02). ]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M1934==&lt;br /&gt;
Appears in episode &amp;quot;Halloween Knights&amp;quot; (S5E06). When Sonia Chapel (Jo Bates) catches Murdoc and informs that MacGyver is disguised as one of the HIT board members, Nicholas Helman ([[Daniel Davis]]) draws what appears to be stainless Beretta M1934 on MacGyver. After the Mac and Murdoc manage to get through the Death Row, Helman rushes to confront Murdoc with the Beretta.&lt;br /&gt;
[[Image:Beretta34silver.jpg|thumb|none|300px|Beretta Model 1934 Stainless - .380 ACP.]]&lt;br /&gt;
[[Image:MacGyverS5E06HelmanPist1.jpg|thumb|none|450px|S5E06 - Helman (Daniel Davis) draws a Beretta Model 1934 on MacGyver, whose cover has just been blown]]&lt;br /&gt;
[[Image:MacGyverS5E06HelmanPist2.jpg|thumb|none|450px|S5E06 - Helman (Daniel Davis) pointing his Beretta M1934 on Murdoc]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
In Episode &amp;quot;Widowmaker&amp;quot; (S3E08), Murdoc ([[Michael Des Barres]]) makes his final cliffside attack with what appears to a Browning Hi-Power pistol. He loses it when fast-acting Nikki Carpenter ([[Elyssa Davalos]]) karate kicks the pistol out of his hands (!!)&lt;br /&gt;
&lt;br /&gt;
Due to weak video quality murking the details, it's kinda hard to tell it's Browning Hi-Power. The shape of the gun is easier to tell in motion that with screen captures.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Commercial Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[Image:MacGyverS3E8Pistol1.jpg|thumb|none|450px|Murdoc: ''&amp;quot;Mind if I drop in!?&amp;quot;'' &amp;lt;BR&amp;gt; Murdoc with what appears to be a Browing Hi-Power.]]&lt;br /&gt;
[[Image:MacGyverS3E8Pistol2.jpg|thumb|none|450px|Murdoc's got his Browning Hi-Power right at MacGyver, but is about to be disarmed by Nikki Carpenter's hi-keeba move. Brave woman, I wouldn't try crane kicks on cliffside.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt Detective Special (3rd Gen)==&lt;br /&gt;
[[Colt Detective Special]] has multiple appearances:&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Halloween Knights&amp;quot; (S5E06).''' Unknown assilant uses a Colt Detective Special to shoot the rear wheel of MacGyver's old Chevrolet pick-up truck. Even though the assilant turns out to be Murdoc, it cannot be confirmed that his actor - [[Michael Des Barres]] - is firing the revolver.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtDS.jpg|thumb|none|400px|Colt Detective Special 3rd Gen - .38 Special]]&lt;br /&gt;
[[File:MacGyverS5E06MurdocRevolver.jpg|thumb|none|450px|'''S5E09''' - Mystery assilant shoots the rear wheel of MacGyver's old Chevy pick-up with a 3rd gen Colt Detective Special]]&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
Appears in &amp;quot;Halloween Knights&amp;quot; (S5E06). A cowboy at Helman Club's costume party has a two holstered, ivory-gripped [[Colt Single Action Army|Colt SAA(s)]] as part of his costume.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt Single Action Army Quick-Draw 38 Special.jpg|thumb|none|400px|Colt Single Action Army w/ 4.75&amp;quot; barrel, referred to as &amp;quot;Quick-Draw&amp;quot; or &amp;quot;Civilian&amp;quot; model, custom engraved with ivory grips - .38 Special]]&lt;br /&gt;
[[File:MacGyverS5E06Cowboy.jpg|thumb|none|450px|'''S5E09''' - Helman Club party participant dressed as a Cowboy with two Colt SAA(s) in his holsters. The revolvers are highlighted by yellow arrows.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
In &amp;quot;Blood Brothers&amp;quot; (S4E02), a flashback to 1961 shows what appears to be a [[Smith &amp;amp; Wesson Model 10]] revolver used by MacGyver's friend in the incident that explains Mac's aversion to guns.&lt;br /&gt;
[[File:SW10-5 6in.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 10 with 6&amp;quot; barrel - 38 special.]]&lt;br /&gt;
[[Image:T04E02.jpg|thumb|none|451px|In &amp;quot;Blood Brothers&amp;quot; (S4E02), a flashback shows MacGyver's friend about to use the revolver.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 36 ==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 36]] is used in several episodes. &lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Cleo Rocks&amp;quot; (S4E09)''' - Murdoc ([[Michael Des Barres]]) uses a nickel S&amp;amp;W Model 36 with pearl grips during the episode. First appears when Murdoc is using it to force Pete Thorthon ([[Dana Elcar]]) into a cage for a future trap for MacGyver. He is later shown with it when he lures MacGyver to a trap with Penny Parker ([[Teri Hatcher]]). He loses it when tied-up Penny kicks it off his hands.&lt;br /&gt;
&lt;br /&gt;
[[Image:M36.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 36 - .38 Special.]]&lt;br /&gt;
&lt;br /&gt;
[[File:MacGyverS4E9SW1.jpg|thumb|none|450px|'''S4E09''' - Murdoc forces Pete Thorthon into a cage a with a S&amp;amp;W Model 36]]&lt;br /&gt;
[[File:MacGyverS4E9SW2.jpg|thumb|none|450px|'''S4E09''' - Murdoc holds Mac at gunpoint while taunting him]]&lt;br /&gt;
[[File:MacGyverS4E9SW3.jpg|thumb|none|450px|'''S4E09''' - Good shot of Murdoc's S&amp;amp;W Model 36 before Penny kicks it. Hammer appears uncocked and likely so due to safety reasons, so that the kick won't by chance set off the revolver.]]&lt;br /&gt;
[[File:MacGyverS4E9SW4.jpg|thumb|none|450px|'''S4E09''' - S&amp;amp;W Model 36 on the ground after Penny kicks it away. Notice the pearl grips]]&lt;br /&gt;
&lt;br /&gt;
== Unknown Smith &amp;amp; Wesson ==&lt;br /&gt;
Appears in &amp;quot;Halloween Knights&amp;quot; (S5E06) - Used by HIT executive Sonia Chapel ([[Jo Bates]]).&lt;br /&gt;
&lt;br /&gt;
[[File:MacGyverS5E06Soniagun2.jpg|thumb|none|450px|S5E06 - Sonia has Murdoc at gunpoint with her S&amp;amp;W, while calling to inform Nicholas Helman about the situation]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Double Barrelled side-by-side Shotgun ==&lt;br /&gt;
&lt;br /&gt;
Double Barrelled side-by-side Shotgun makes multiple appearances through-out the series.&lt;br /&gt;
[[Image:Blued stainlessreceiver.jpg|thumb|none|500px|Stoeger/IGA Coach Gun Supreme Blue with Stainless Receiver - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Halloween Knights&amp;quot; (S5E06)'''&lt;br /&gt;
&lt;br /&gt;
Barbershop dummy in Death Row's street section is armed a double barrelled side-by-side shotgun, complete with a motion detector accessory atop the front sights. It's hard to see it when Mr. Gregg first goes through the Death Row, but is seen much clearer when MacGyver and Murdoc go through the Death Row later in the episode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;100px&amp;quot; perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
Image:MacGyverS5E06BarberShotgun1.jpg|'''S5E06''' - Death Row Barbershop dummy with a double-barrelled side-by-side shotgun.&lt;br /&gt;
Image:MacGyverS5E06BarberShotgun2.jpg|'''S5E06''' - Death Row Barbershop dummy with a double-barrelled side-by-side shotgun aims high, due to MacGyver throwing a garbage lid to decieve it's motion sensor&lt;br /&gt;
Image:MacGyverS5E06BarberShotgun3.jpg|'''S5E06''' - Close-up shot of the Death Row Barbershop dummy's double-barrelled side-by-side shotgun and the motion sensor attached to it.&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Strictly Business&amp;quot; (S6E19)'''&lt;br /&gt;
&lt;br /&gt;
Significant gun for the episode. The [[Double Barrel Shotgun]] first seen in hands of ([[Kristen Meadows]]), when her daughter Amy ([[Rochelle Greenwood]]) is approached by seriously injured MacGyver ([[Richard Dean Anderson]]). After being told by Murdoc ([[Michael Des Barres]]) that the amnesiac MacGyver is dangerous killer, Suzanne rushes to aquire the shotgun, fearing for Amy. However, she is stopped by Murdoc from doing anything rash. Murdoc ends up smooth talking Suzanne into giving the shotgun to him. &lt;br /&gt;
&lt;br /&gt;
When Suzanne and Amy try to escape with a car, Amy - distrusting Murdoc - runs to MacGyver to warn him. Suzanne rushes to get the shotgun left behind by Murdoc. She encounters Murdoc whom she sees shooting at Amy and MacGyver. She confronts Murdoc and attempts to shoot him. However, Murdoc had removed the shells out of the gun prior and she was in too much of rush to notice. With Suzanne taken hostage, Amy grabs the shotgun but is stopped by amnesiac MacGyver, who takes the gun for himself. MacGyver finds Murdoc in the mineshaft with tripwires between the two. The amnesiac MacGyver attempts to shoot Murdoc, but can't. He then unloads the shotgun uses it for a MacGyverism to get through the tripwires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;100px&amp;quot; perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:MacGyverS6E19Shotgun1.jpg|'''S6E19''' - Suzanne Walker threathens MacGyver with a double-barrelled shotgun&lt;br /&gt;
File:MacGyverS6E19Shotgun3.jpg|'''S6E19''' - Suzanne Walker gives the shotgun to Murdoc&lt;br /&gt;
File:MacGyverS6E19Shotgun5.jpg|'''S6E19''' - Amy with the shotgun, attempting to go after Murdoc&lt;br /&gt;
File:MacGyverS6E19Shotgun2.jpg|'''S6E19''' - Amnesiatic MacGyver - not remembering his past gun-related trauma - draws the double-barreled shotgun towards Murdoc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
&lt;br /&gt;
==M16/SP1==&lt;br /&gt;
Another rifle used in the series is an [[M16/SP1]].&lt;br /&gt;
[[Image:M16SP1Birdcage.jpg‎|thumb|none|500px|M16 aka SP1 (flat &amp;quot;slab side receiver&amp;quot;) with an A1 &amp;quot;birdcage&amp;quot; Flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:MacS4E02 04.jpg|thumb|none|450px|A customer tries out the M16/SP1 in a hunting store in &amp;quot;Blood Brothers&amp;quot; (S4E02). ]]&lt;br /&gt;
&lt;br /&gt;
==Mauser 98 Sporter==&lt;br /&gt;
&lt;br /&gt;
Appears in &amp;quot;Widowmaker&amp;quot; (S3E08). Having lost the [[M9 Flamethrower]], Murdoc ([[Michael Des Barres]]) goes to his pick-up truck to get some gear, including a scoped, customized sports rifle. The rifle appears to be a unique military-to-sporter conversion of a [[  Mauser Gewehr 1898 |Mauser 98]] variant bolt-action.&lt;br /&gt;
Murdoc eventually catches up to MacGyver and Nikki, with MacGyver up a telephone circuit trying to send an SOS with his usual MacGyvering.&lt;br /&gt;
Murdoc tries to shoot Mac, but Mac by chance slips a bit an Murdoc misses. Mac and Nikki flee going up the mountain and Murdoc gives chase.  Murdoc catches up to them at the top, but Mac and Nikki have descended down the Widowmaker's cliffs. Murdoc has discards the rifle off-screen, as it would be too cumbersome to use in close quarters.&lt;br /&gt;
&lt;br /&gt;
Makes a quick appearance in episode &amp;quot;Cleo Rocks&amp;quot; (S4E09) when Penny Parker ([[Teri Hatcher]]) is looking through file photos of Murdoc. &lt;br /&gt;
&lt;br /&gt;
[[Image:MauserSporter98_8mm.jpg|thumb|none|450px|Mauser 98, military-to-sporter conversion - 8mm]]&lt;br /&gt;
[[Image:Mauser 98 sporter scope.jpg|thumb|none|450px|Mauser 98 Sporter with scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:MacGyverS3E8Rifle1b.jpg|thumb|none|450px|'''S3E08''' - Murdoc checking the chamber. Yellow arrow is to point the rear sight which blends to background a bit]]&lt;br /&gt;
[[Image:MacGyverS3E8Rifle2.jpg|thumb|none|450px|'''S3E08''' - Murdoc catches up to MacGyver]]&lt;br /&gt;
[[Image:MacGyverS3E8Rifle4.jpg|thumb|none|450px|Murdoc: ''&amp;quot;MacGyver... You are about to be disconnected!&amp;quot;'' &amp;lt;BR&amp;gt; '''S3E08''' - Scope view of Murdoc aiming at MacGyver's noggin']]&lt;br /&gt;
[[Image:MacGyverS3E8Rifle5.jpg|thumb|none|450px|'''S3E08''' - Murdoc with the rifle sees Mac and Nikki climbing down the cliff.]]&lt;br /&gt;
[[Image:MacGyverS4E9Rifle.jpg|thumb|none|450px|'''S4E09''' - File photo of Murdoc's Widowmaker appearance, posing with the rifle]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi ==&lt;br /&gt;
The [[Uzi#Uzi|Uzi]] was a frequently used gun in the series.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|350px|IMI Uzi - 9mm]]&lt;br /&gt;
[[Image:t03e13e1.jpg|thumb|none|450px|The French Police Nationale are armed with the Uzi in &amp;quot;Thin Ice&amp;quot; (S3E13).]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is seen in the hands of one of the boat crew members as they attempt to steal oil from a pipeline in &amp;quot;Ghost Ship&amp;quot; (S3E04).&lt;br /&gt;
[[Image:MP40.jpg‎|thumb|450px|none|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MacS3E04.jpg|thumb|none|450px|The [[MP40]] is seen in the hands of one of the boat crew members in &amp;quot;Ghost Ship&amp;quot; (S3E04).]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
Appears in &amp;quot;Halloween Knights&amp;quot; (S5E06) - Dummy in gangster clothes at the Death Row's street section is armed with a Tommy Gun, that has a motion sensor attached to beneath of the muzzle. The tommy gun is actually a [[M1A1 Thompson]], since the bolt actuator is on the right side of the reciever and not on top, as with the the M1921 and/or M1928 models that were associated with 20's/30's gangsters. Also it has the A1 model's rear sights.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Black Thompson M1A1 AEG.jpg|thumb|none|500px|Softair M1A1 Thompson in black synthetic furniture with 50-round drum magazine - .45 ACP.]]&lt;br /&gt;
[[File:MacGyverS5E06GangsterTommy1.jpg|thumb|none|450px|S5E06 - Gangster dummy with M1A1 about to open fire]]&lt;br /&gt;
[[File:MacGyverS5E06GangsterTommy2.jpg|thumb|none|450px|S5E06 - Gangster dummy with the M1A1 Thompson SMG. Notice that the bolt actuator is on the right side of the reciever and not in top, as with the &amp;quot;true tommy guns&amp;quot; like M1921 and/or M1928. Also it has the A1 model's rear sights.]]&lt;br /&gt;
[[File:MacGyverS5E06GangsterTommy3.jpg|thumb|none|450px|S5E06 - Close up of the M1A1 and the motion sensor]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns= &lt;br /&gt;
&lt;br /&gt;
==M1919 ==&lt;br /&gt;
* '''&amp;quot;Halloween Knights&amp;quot; (S5E06)''' - an automated [[Browning M1919]] machine gun with a motion sensor appears in the jungle section of the Death Row.&lt;br /&gt;
[[File:M1919A4Browning.jpg|thumb|none|400px|Browning M1919A4 on an M2 tripod - .30-06 Springfield]]&lt;br /&gt;
[[Image:MacGyverS5E06mg nest1.jpg|thumb|450px|none|S5E06 - M1919 idle]]&lt;br /&gt;
[[Image:MacGyverS5E06mg nest2.jpg|thumb|450px|none|S5E06 - close up of the M1919 and the motion sensor]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==M9 Flamethrower (w/ M2 Wand)==&lt;br /&gt;
[[M9 Flamethrower]] with M2 wand appears appears in the episode '''&amp;quot;Widowmaker&amp;quot; (S3E8).''' It is wielded by Murdoc ([[Michael Des Barres]]) who launches an all-out attack on MacGyver and Nikki Carpenter when they are talking their problems at a forest cabin near the Widowmaker mountain. Murdoc breaks in the cabin and attacks MacGyver and Nikki, engulfing the entire cabin in flames and burning it down. MacGyver and Nikki manage to escape by using a thick mattress to block the flames/liquid fuel. When MacGyver and Nikki set off Murdoc's booby-trap on Nikki's SUV, Murdoc goes to investigate. MacGyver disables the flamethrower by perforating the propellent tanks with a makeshift arc-welder, causing it to catch on fire and forcing Murdoc to abandon it as the propellent tanks explode.&lt;br /&gt;
&lt;br /&gt;
The scene with Murdoc attacking the cabin with the flamethrower is reused in multiple flashbacks and slideshow episodes, including &amp;quot;Strictly Business&amp;quot; (S6E19)&lt;br /&gt;
&lt;br /&gt;
[[Image:M9 with M2 wand.jpg|thumb|400px|none|M9 Flamethrower with M2 wand]]&lt;br /&gt;
[[Image:MacGyverS3E8FlameThr1.jpg|thumb|none|450px|MacGyver: ''&amp;quot;That's Murdoc. He's not your normal professional killer.&amp;quot;'' &amp;lt;BR&amp;gt;  Murdoc sprays fire over the cabin with the M9 Flamethrower. Notice the M2 Wand]]&lt;br /&gt;
[[Image:MacGyverS3E8FlameThr2.jpg|thumb|none|450px|Murdoc continues to attack. Notice the M9 backpack/propellent tanks]]&lt;br /&gt;
[[Image:MacGyverS3E8FlameThr3.jpg|thumb|none|450px|Murdoc with his M9 Flamethrower is all glee, seeing that his SUV booby-trap went off. The M2 wand is nicely visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
[[M67 hand grenade]] has multiple appearances&lt;br /&gt;
* '''&amp;quot;Halloween Knights&amp;quot; (S5E06)''' - When Macgyver is trying to figure out how to bypass the finger-print detector, Murdoc ([[Michael Des Barres]]) humors Mac by offering to blow it up with a M67 grenade. Murdoc later uses a one in Death Row, having spared it for a special occassion.&lt;br /&gt;
* '''&amp;quot;Strictly Business&amp;quot; (S6E19)''' - When Murdoc sets off a metal detector at HIT hearing early in the episode, he told to remove the rest of his hidden weapons. Amongst the weapons, he put off two M67 grenades to the platform.&lt;br /&gt;
&lt;br /&gt;
[[Image:M67.jpg|thumb|none|250px|M69 training grenade - an inert version of the M67 High-Explosive Fragmentation hand grenade.  The real live version has a more brownish color and has painted factory markings on the body.]]&lt;br /&gt;
[[Image:MacGyverS5E06MurdocGrenade1.jpg|thumb|none|450px|Murdoc: ''&amp;quot;Maybe this will open it&amp;quot;''&amp;lt;BR&amp;gt; '''S5E06''' - Murdoc pulls out a M67 grenade while Mac is trying to figure out how to open a high-security door.]]&lt;br /&gt;
[[Image:MacGyverS5E06MurdocGrenade2.jpg|thumb|none|450px|'''S5E06''' - Episode finale with Murdoc planning to do something with a M67]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocWpns.jpg|thumb|none|450px|S6E19 - Murdoc laying the second batch of weapons after triggering the metal detector. One M67 grenade on right and Murdoc is putting another one on the platform.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
Appears in '''&amp;quot;Strictly Business&amp;quot; (S6E19)'''. As MacGyver is travelling on road to wilderness by car, Murdoc ([[Michael Des Barres]]) ambushes him by using his pick-up truck as a road-block and armed with a FIM-43 that's decked with additional parts. Murdoc fires the launcher and blows up MacGyver's car and badly injures him.&lt;br /&gt;
&lt;br /&gt;
This FIM-43 is decked out with an additional see-thru plastic blast shield in front and oversized pear seal in rear. It could be that these parts were added to protect the actor [[Michael Des Barres]] from the pyrotechnics of the prop. It could also be to make the rocket launcher more unique looking.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocLnchr1.jpg|thumb|none|450px|'''S6E19''' - Murdoc atop of his pick-up truck, armed with the FIM-43.]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocLnchr2.jpg|thumb|none|450px|'''S6E19''' - Launcher front.]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocLnchr3.jpg|thumb|none|450px|'''S6E19''' - Launcher rear]]&lt;br /&gt;
[[Image:MacGyverS6E19MurdocLnchr4.jpg|thumb|none|450px|Murdoc: ''&amp;quot;So long MacGyver! Rest in pieces!&amp;quot;'' &amp;lt;BR&amp;gt; '''S6E19''' - Murdoc after firing the Redeye.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Detective]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ishtar&amp;diff=1303799</id>
		<title>Ishtar</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ishtar&amp;diff=1303799"/>
		<updated>2019-10-28T16:02:38Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = Ishtar&lt;br /&gt;
|picture = Ishtar-poster.jpg‎&lt;br /&gt;
|caption = ''DVD Cover''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = Elaine May&lt;br /&gt;
|date= 1987&lt;br /&gt;
|language = French&lt;br /&gt;
|studio=Columbia Pictures Corporation&lt;br /&gt;
|distributor=Columbia Pictures &lt;br /&gt;
|character1=Lyle Rogers&lt;br /&gt;
|actor1=[[Warren Beatty]]&lt;br /&gt;
|character2=Chuck Clarke&lt;br /&gt;
|actor2=[[Dustin Hoffman]]&lt;br /&gt;
|character3=Shirra Assel&lt;br /&gt;
|actor3=[[Isabelle Adjani]]&lt;br /&gt;
|character4=CIA Agent&lt;br /&gt;
|actor4=[[Matt Frewer]]&lt;br /&gt;
|character5=CIA Agent&lt;br /&gt;
|actor5=[[Alex Hyde-White]]&lt;br /&gt;
|character6=English Gunrunner&lt;br /&gt;
|actor6=[[Warren Clarke]]&lt;br /&gt;
|character7=Abdul&lt;br /&gt;
|actor7=Fijad Hageb&lt;br /&gt;
|character8=Jim Harrison&lt;br /&gt;
|actor8=[[Charles Grodin]]&lt;br /&gt;
|character9=&lt;br /&gt;
|actor9=&lt;br /&gt;
|character10=&lt;br /&gt;
|actor10=&lt;br /&gt;
}}&lt;br /&gt;
'''''Ishtar''''' is a 1987 adventure comedy written and directed by Elaine May and starring [[Warren Beatty]] and [[Dustin Hoffman]] as Lyle Rogers and Chuck Clarke, a pair of inept songwriters who accept a job in Morocco and unwittingly become involved in a government coup involving the CIA and the fictional country of Ishtar. The film co-stars [[Isabelle Adjani]] as Shirra Assel and [[Charles Grodin]] as CIA officer Jim Harrison. The film is also notorious for being one of the biggest box office bombs of the 1980's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Film 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;
=Handguns=&lt;br /&gt;
==Walther P38==&lt;br /&gt;
Armed opposition and also secret policemen frequently used [[Walther P38]] pistols.&lt;br /&gt;
[[Image:WaltherP1.jpg|thumb|none|350px|Walther P1 - 9x19mm.]]&lt;br /&gt;
[[Image:Walther-P38-Ishtar.jpg‎|thumb|none|600px|The leader of the guerrillas ([[Haluk Bilginer]]) fired a Walther P38 pistol.]]&lt;br /&gt;
[[Image:W-P38-silencer-Ishtar.jpg‎|thumb|none|600px|These pistols fitted with a silencer also used the secret police of state Ishtar.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
Secret policeman are seen armed with the [[Beretta 92F]].&lt;br /&gt;
[[Image:Beretta92F EarlyModel.jpg|thumb|350px|none|Beretta 92F (Early Model) - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92F-Ishtar.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson 39 ==&lt;br /&gt;
Some agents and police officers in the film also used [[Smith &amp;amp; Wesson 39]] pistol.&lt;br /&gt;
[[Image:S&amp;amp;W39-2.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 39-2 - 9x19mm]]&lt;br /&gt;
[[Image:M1911-IIshtar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:M1911pistol-Ishtar.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
== Ingram MAC-10 ==&lt;br /&gt;
Shirra Assel ([[Isabelle Adjani]]) uses a suppressed [[Mac-10]] submachine gun.&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|thumb|400px|none|Ingram MAC-10 with suppressor - .45 ACP]]‎ &lt;br /&gt;
[[Image:Isabelle Adjani-Mac-10.jpg|thumb|none|600px|Shirra Assel ([[Isabelle Adjani]]) holds a suppressed [[Mac-10]] submachine gun.]]&lt;br /&gt;
[[Image:Fijad Hageb-Mac-10.jpg|thumb|none|600px|Shirra gives the submachine gun to Abdul (Fijad Hageb) as she prepares to use the rocket launcher.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi==&lt;br /&gt;
Soldiers and police officers of Ishtar are equipped with [[Uzi]] submachine guns.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|350px|none|Uzi 9mm]]&lt;br /&gt;
[[Image:IMI-Uzi-Ishtar.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2 submachine gun==&lt;br /&gt;
English Gunrunner ([[Warren Clarke]]) has on offer also [[Heckler &amp;amp; Koch MP5A2]] submachine guns, which he also wears.&lt;br /&gt;
[[Image:MP5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with early &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[Image:Warren Clarke-H&amp;amp;KMP5.jpg‎|thumb|none|600px|On the left, English Gunrunner ([[Warren Clarke]]) offers to sell some [[Heckler &amp;amp; Koch MP5A2]] submachine guns, one of which he also carries.]]&lt;br /&gt;
[[Image:Dustin Hoffman-H&amp;amp;KMP5.jpg|thumb|none|600px|Chuck Clarke ([[Dustin Hoffman]]) holds the MP5A2 with slim handguard.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKS-47 assault rifle==&lt;br /&gt;
Various characters in the film had used a [[AKS-47]] assault rifle.&lt;br /&gt;
[[File:AKS.JPG|thumb|none|400px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Dustin Hofman-AK-47.jpg|thumb|none|600px|Chuck Clarke (Dustin Hoffman) with  AKS-47 in his hand offered a weapons of smugglers.]]&lt;br /&gt;
[[Image:‎CIA-AK-47-I.jpg|thumb|none|600px|Agent of CIA  shoots from a helicopter at the two men in the desert.]]&lt;br /&gt;
[[Image:WB-AK-47-fire.jpg‎|thumb|none|600px|Lyle Rogers (Warren Beatty) returnss fire on a man in helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==AIM/AIMS assault rifle==&lt;br /&gt;
In the box on the back of the gunrunner´s truck is the [[AIMS|AIM/AIMS]] assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[Image:RomanianAIMS std.jpg|thumb|none|400px|AIMS - 7.62x39mm]]&lt;br /&gt;
[[Image:AIMS-74-Isthar.jpg‎|thumb|none|600px|]]‎&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
Armed with an [[M1 Carbine]], Chuck Clarke ([[Dustin Hoffman]]) is ready to repel an attack from any side.&lt;br /&gt;
[[Image:AutoOrdM1Carbine.jpg|thumb|none|400px|Auto Ordnance M1 Carbine (Modern production) - .30 Carbine]]&lt;br /&gt;
[[Image:Dustin Hoffman-M1Carbine.jpg‎|thumb|none|600px|]]&lt;br /&gt;
[[Image:WB+DH-Isthar.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Weatherby Mk.V ==&lt;br /&gt;
A CIA sniper is seen armed with a [[Weatherby Mark V]].&lt;br /&gt;
[[Image:Weatherby mk V.jpg|thumb|none|450px|Weatherby Mk. V rifle - .300 Weatherby Mag]]&lt;br /&gt;
[[Image:CIA-rifle-Ishtar-1.jpg|thumb|none|600px|A CIA sniper aims the rifle.]]&lt;br /&gt;
[[Image:CIA-rifle-Ishtar-2.jpg|thumb|none|600px|View from the helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43 Machine Gun==&lt;br /&gt;
Among the weapons about that have the Berber nomads a interest is the [[Goryunov SG-43 Machine Gun]].&lt;br /&gt;
[[Image:GoryunovSG43MachineGun.jpg|thumb|400px|none|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[Image:SG-43-MG-Ishtar.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==FN MAG 58 machine gun==&lt;br /&gt;
One of a smuggler's offered machine guns type [[FN MAG 58]] got into the hands of Lyle and Chuck.&lt;br /&gt;
[[Image:Mag58postb.jpg‎|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN MAG-Ishtar.jpg‎|thumb|none|600px|]]&lt;br /&gt;
[[Image:Warren Beatty-FN MAG.jpg‎|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
This [[Hawk MM1 grenade launcher]] in the Chuck's hand to insert Shirra Assel (Isabelle Adjani).&lt;br /&gt;
[[Image:MM1.jpg|thumb|none|400px|MM1 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Dustin Hoffman-HawkGL.jpg|thumb|none|600px|M79 Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
Shirra Assel (Isabelle Adjani) fires an [[FIM-43 Redeye]] to destroy a helicopter.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[Image:FIM43-Ishtar.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Isabelle Adjani-FIM43.jpg|thumb|none|600px|Shirra Assel (Isabelle Adjani) fires the [[FIM-43 Redeye]].]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Adventure Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Cherry_2000&amp;diff=1303798</id>
		<title>Cherry 2000</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Cherry_2000&amp;diff=1303798"/>
		<updated>2019-10-28T16:02:24Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:C2000.jpg|thumb|right|300px|''Cherry 2000'' (1987)]]&lt;br /&gt;
&lt;br /&gt;
{{Film Title|Cherry 2000}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Heckler &amp;amp; Koch P9S ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P9S]] is the handgun that Edith &amp;quot;E&amp;quot; Johnson ([[Melanie Griffith]]) pulls on Sam Treadwell ([[David Andrews]]) after he enters her workshop.&lt;br /&gt;
[[Image:Hk-p9s-1.jpg|thumb|none|300px|Heckler &amp;amp; Koch P9S - 9x19mm]]&lt;br /&gt;
[[Image:C2000 04.jpg|thumb|none|600px|Edith &amp;quot;E&amp;quot; Johnson ([[Melanie Griffith]]) pulls a [[Heckler &amp;amp; Koch P9S]] on Sam Treadwell.]]&lt;br /&gt;
[[Image:C2000 02.jpg|thumb|none|600px|The &amp;quot;HK&amp;quot; logo is visible on the grip as Sam Treadwell ([[David Andrews]]) gets the P9S put to his chin.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 84==&lt;br /&gt;
E is also seen using a [[Beretta 80 Series Pistols - &amp;quot;Cheetah&amp;quot;#Beretta 84|Beretta 84]].&lt;br /&gt;
[[Image:Ber84left.jpg|thumb|none|300px|Beretta 84 (earlier version with round trigger guard) .380 ACP]]&lt;br /&gt;
[[Image:C2000 08.jpg|thumb|none|600px|E is also seen using a [[Beretta 80 Series Pistols - &amp;quot;Cheetah&amp;quot;#Beretta 84|Beretta 84]].]]&lt;br /&gt;
[[Image:C2000 35.jpg|thumb|none|600px|Using the Beretta.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M951 ==&lt;br /&gt;
Sam Treadwell ([[David Andrews]]) also is seen using a [[Beretta M951]].&lt;br /&gt;
[[Image:Beretta_951.jpg|thumb|none|400px|Beretta M951 - 9x19mm.]]&lt;br /&gt;
[[Image:C2000 41.jpg|thumb|none|600px|Sam Treadwell ([[David Andrews]]) opens fire with a Beretta.]] &lt;br /&gt;
[[Image:C2000 40.jpg|thumb|none|600px|The Beretta here has sustained a &amp;quot;stovepipe&amp;quot; jam, as the blank shell did not eject correctly and has jammed the slide open. This is a common occurrence when firing blanks.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Detective Special==&lt;br /&gt;
A [[Colt Detective Special]] is seen in the hands of Snappy Tom ([[Harry Carey, Jr.]]).&lt;br /&gt;
[[Image:Colt_Detective_Special.jpg|thumb|none|400px|Colt Detective Special - .38 Special]]&lt;br /&gt;
[[Image:C2000 35.jpg|thumb|none|600px|On the left, A [[Colt Detective Special]] is seen in the hands of Snappy Tom ([[Harry Carey, Jr.]]).]]&lt;br /&gt;
&lt;br /&gt;
==Colt Police Positive Target==&lt;br /&gt;
Lester ([[Tim Thomerson]]) is seen using what appears to be a [[Colt Police Positive]] target pistol.&lt;br /&gt;
[[Image:PolicePositiveTarget.22.jpg|thumb|none|400px|Colt Police Positive Target - .22 Long Rifle.]]&lt;br /&gt;
[[Image:C2000 24.jpg|thumb|none|600px|Lester pulls out the [[Colt Police Positive]] target pistol.]]&lt;br /&gt;
[[Image:C2000 26.jpg|thumb|none|600px|Lester ([[Tim Thomerson]]) prepares to use what appears to be a [[Colt Police Positive]] target pistol.]]&lt;br /&gt;
[[Image:C2000 27.jpg|thumb|none|600px|Lester ([[Tim Thomerson]]) hands off the [[Colt Police Positive]] target pistol for a compound bow.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps Pepperbox Derringer== &lt;br /&gt;
A [[Sharps Pepperbox]] Derringer is seen held on Six-Fingered Jake.&lt;br /&gt;
[[Image:Pepperbox.jpg|thumb|300px|none|Sharps Pepperbox .22 LR.]]&lt;br /&gt;
[[Image:C2000 38.jpg|thumb|none|600px|A [[Sharps Pepperbox]] Derringer is seen held on Six-Fingered Jake.]]&lt;br /&gt;
&lt;br /&gt;
== Single Action Army ==&lt;br /&gt;
Six-Fingered Jake ([[Ben Johnson]]) is seen holding his [[Single Action Army]] when encountering Sam and E.&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army w/ 5.5&amp;quot; barrel known as the &amp;quot;Artillery&amp;quot; model. The most common of the SAA revolvers as it is just the right length. .45 Long Colt]]&lt;br /&gt;
[[Image:C2000 36.jpg|thumb|none|600px|Six-Fingered Jake ([[Ben Johnson]]) is seen holding his [[Single Action Army]].]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 659==&lt;br /&gt;
A [[Smith &amp;amp; Wesson 659]] with Pachmayr grips is the sidearm of Lester ([[Tim Thomerson]]).&lt;br /&gt;
[[Image:S&amp;amp;W659 RD-MrPink.jpg|thumb|none|300px|Smith &amp;amp; Wesson 659 - 9x19mm.  This is the Screen used Hero Gun held and fired by &amp;quot;Mister Pink&amp;quot; Steve Buscemi in the film [[Reservoir Dogs]]. The version in the film has a rounded trigger guard.]]&lt;br /&gt;
[[Image:C2000 44.jpg|thumb|none|600px|&amp;quot;You really need to work on your personality, Randa!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
The [[Walther PP]] is seen in the film, notably in the hands of Snappy Tom ([[Harry Carey, Jr.]])&lt;br /&gt;
[[Image:Walther-PP-Post-War.jpg|thumb|none|300px|Walther PP - .32 ACP]]&lt;br /&gt;
[[Image:C2000 05.jpg|thumb|none|600px|Walther on the right.]]&lt;br /&gt;
[[Image:C2000 43.jpg|thumb|none|600px|The [[Walther PP]] is seen in the hands of Snappy Tom ([[Harry Carey, Jr.]])]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
== Ingram MAC-10 ==&lt;br /&gt;
When E's car is captured by Lester's men, she hands Sam a [[MAC-10]] to fight off the attackers.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|300px|none|MAC-10 - .45 ACP.]]&lt;br /&gt;
[[Image:C2000 16.jpg|thumb|none|600px|E hands off the MAC-10.]]&lt;br /&gt;
[[Image:C2000 22.jpg|thumb|none|600px|Sam uses the MAC-10.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
An [[Uzi]] is used by one of Lester's men when Sam and E are in the warehouse.  Lester also holds the Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|350px|IMI Uzi 9mm]]&lt;br /&gt;
[[Image:C2000 45.jpg|thumb|none|600px|An [[Uzi]] is used by one of Lester's men when Sam and E are in the warehouse.]]&lt;br /&gt;
[[Image:C2000 51.jpg|thumb|none|600px|Lester ([[Tim Thomerson]]) also holds the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
== Winchester Model 1897 ==&lt;br /&gt;
Sam is seen carrying a [[Winchester Model 1897]] shotgun with a sawed off stock.  When Sam is ambushed in an alley, Stacy ([[Brion James]]) is seen holding the Winchester.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.  This is an original mint condition 1935 Manufacture commercial trench gun by Winchester.]]&lt;br /&gt;
[[Image:C2000 07.jpg|thumb|none|600px|Stacy ([[Brion James]]) is seen holding the Winchester 1897.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
One of Lester's men is seen with a [[Franchi SPAS-12]] shotgun.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 Gauge.]]&lt;br /&gt;
[[Image:C2000 13.jpg|thumb|none|600px|One of Lester's men is seen with a [[Franchi SPAS-12]] shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 3000 Shotgun==&lt;br /&gt;
One of the henchmen stands guard with a [[Smith &amp;amp; Wesson 3000 Shotgun]].&lt;br /&gt;
[[Image:S&amp;amp;WModel3000FoldingStockExt.jpg|thumb|none|500px|Smith &amp;amp; Wesson 3000 shotgun with black synthetic furniture and folding stock - 12 Gauge.]]&lt;br /&gt;
[[Image:C2000 23.jpg|thumb|none|600px|One of the henchmen stands guard with a [[Smith &amp;amp; Wesson 3000 Shotgun]].]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
== Ruger Mini 14 Stainless version with Folding stock ==&lt;br /&gt;
A suppressed [[Ruger Mini-14]] with a stainless steel factory folding stock is also used by E.   &lt;br /&gt;
[[Image:Mini14gb-f.jpg|thumb|500px|none|Stainless Steel Ruger Mini-14 GB-F (&amp;quot;Government Barrel, Folding Stock&amp;quot;) - 5.56x45mm]]&lt;br /&gt;
[[Image:C2000 30.jpg|thumb|none|600px|A suppressed [[Ruger Mini-14]] with a factory folding stock in Stainless steel is also used by E. ]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 62==&lt;br /&gt;
A [[Winchester Model 62]] is used by one of Lester's men.&lt;br /&gt;
[[File:Winchester Model 62 original.jpg|thumb|450px|none|Winchester Model 62 - .22 LR. This is the original model as introduced in 1932 featuring the shorter pump.]]&lt;br /&gt;
[[Image:C2000 48.jpg|thumb|none|600px|A [[Winchester Model 62]] is used by one of Lester's men.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1873==&lt;br /&gt;
Six-Fingered Jake also is seen using a scoped [[Winchester Model 1873]] rifle.&lt;br /&gt;
[[Image:Winchester1873.jpg|thumb|none|400px|Winchester 1873 - .44-40.]]&lt;br /&gt;
[[Image:C2000 37.jpg|thumb|none|600px|Six-Fingered Jake also is seen using a scoped [[Winchester Model 1873]] rifle.]]&lt;br /&gt;
[[Image:C2000 38.jpg|thumb|none|600px|Rifle on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==M60==&lt;br /&gt;
One of Lester's thugs is seen firing an [[M60]] while riding on the hood of a truck.&lt;br /&gt;
[[Image:M60GPMG.jpg‎|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C2000 31.jpg|thumb|none|600px|One of Lester's thugs is seen firing an [[M60]] while riding on the hood of a truck.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] is used by several of Lester's men.&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|350px|M72 LAW 66mm]]&lt;br /&gt;
[[Image:C2000 14.jpg|thumb|none|600px|The [[M72 LAW]] is used by several of Lester's men.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
An [[FIM-43 Redeye]] is used by one of Lester's men.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[Image:C2000 15.jpg|thumb|none|600px|An [[FIM-43 Redeye]] is used by one of Lester's men.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
[[RPG-7]]'s are used by both E and Lester's men. These appear to be the same mockups used in ''[[Red Dawn (1984)]]'' and ''[[Rambo: First Blood Part II]]''.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 40mm]]&lt;br /&gt;
[[Image:C2000 18.jpg|thumb|none|602px|E prepares to use the RPG.  This launcher has the flip up iron sights similar to the one seen in  ''[[Rambo: First Blood Part II]]''.]]&lt;br /&gt;
[[Image:C2000 19.jpg|thumb|none|602px|RPG-7 launchers are held by Lester's men. These appear to be the same mockups used in ''[[Red Dawn (1984)]]'' and ''[[Rambo: First Blood Part II]]''.]]&lt;br /&gt;
&lt;br /&gt;
==M47 Dragon==&lt;br /&gt;
After using the RPG, E pulls out an [[M47 Dragon]] to destroy the mountain where Lester's men were hiding.&lt;br /&gt;
[[Image:M47 Dragon.jpg‎ |thumb|300px|none|M47 Dragon 140mm]]&lt;br /&gt;
[[Image:C2000 21.jpg|thumb|none|600px|After using the RPG, E pulls out an [[M47 Dragon]] to destroy the mountain where Lester's men were hiding. Note that the &amp;quot;Dragon&amp;quot; is actually just a spent launch tube, with a fake set of &amp;quot;controls&amp;quot; added to cover up the sight bracket.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
A custom flamethrower is also used in the film.&lt;br /&gt;
[[Image:C2000 12.jpg|thumb|none|600px|A custom flamethrower is also used in the film.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Assassination_(1987)&amp;diff=1303797</id>
		<title>Assassination (1987)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Assassination_(1987)&amp;diff=1303797"/>
		<updated>2019-10-28T16:02:13Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* FIM-43 Redeye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = {{PAGENAME}}&lt;br /&gt;
|picture = Assassination 85.jpg&lt;br /&gt;
|caption = ''Movie poster''&lt;br /&gt;
|country = [[File:USA.jpg|25px]] United States&lt;br /&gt;
|director = [[Peter R. Hunt]]&lt;br /&gt;
|date= 1987&lt;br /&gt;
|language = English&lt;br /&gt;
|distributor=Cannon Films&lt;br /&gt;
|character1=Jay Killion&lt;br /&gt;
|actor1=[[Charles Bronson]]&lt;br /&gt;
|character2=Royce Craig&lt;br /&gt;
|actor2=[[Jill Ireland]]&lt;br /&gt;
|character3=Tyler Loudermilk&lt;br /&gt;
|actor3=[[Randy Brooks]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Assassination''''' is a 1987 thriller directed by [[Peter Hunt]] and starring [[Charles Bronson]] as Jay Killion, a veteran US Secret Service agent assigned to protect Royce Craig ([[Jill Ireland]]), the headstrong First Lady of the United States.  After an attempt on the First Lady's life, both Killion and Craig must go on the run while attempting to discover who is trying to eliminate her.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
Secret Service Agent Jay Killion ([[Charles Bronson]]) carries a [[Walther PPK]] as his personal sidearm. It is most notably seen during the train scene. He later gives it to Agent Loudermilk ([[Randy Brooks]]) to cover him.&lt;br /&gt;
[[Image:WaltherPPK.jpg|300px|thumb|none|]]&lt;br /&gt;
[[File:Assassination 16.jpg|thumb|none|450px|Note that the safety/decocker is engaged, which is odd if Killion intends to protect anyone.]]&lt;br /&gt;
[[File:Assassination 20.jpg|thumb|none|450px|Killion gives his PPK to Agent Loudermilk,]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P9S==&lt;br /&gt;
The  [[Heckler &amp;amp; Koch P9S]] appears to be the onduty weapon carried by Agent Killion.   The handgun is only seen holstered.  Agent Tyler Loudermilk ([[Randy Brooks]]) uses the [[Heckler &amp;amp; Koch P9S]] when an assassin riding a jetski makes an attempt on the First Lady.&lt;br /&gt;
[[Image:Hk-p9s-1.jpg|300x300px|thumb|none|]]&lt;br /&gt;
[[File:Assassination 02.jpg|thumb|none|450px|The [[Heckler &amp;amp; Koch P9S]] appears to be the holstered onduty weapon carried by Agent Killion. ]]&lt;br /&gt;
[[File:Assassination 18.jpg|thumb|none|450px|Agent Tyler Loudermilk ([[Randy Brooks]]) uses the [[Heckler &amp;amp; Koch P9S]].]]&lt;br /&gt;
[[File:Assassination 19.jpg|thumb|none|450px|The P9S is fired.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P7M13==&lt;br /&gt;
A [[Heckler &amp;amp; Koch P7M13]] appears to be the primary sidearm carried by Secret Service agents in the film including Agent Tyler Loudermilk ([[Randy Brooks]]). &lt;br /&gt;
[[Image:HKP7M13Pistol.jpg|thumb|none|400px|Heckler &amp;amp; Koch P7M13 9x19mm]]&lt;br /&gt;
[[File:Assassination 27.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Assassination 17.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
An assassin primarily uses a [[MAC-10|Ingram MAC-10]] in attempt on First Lady Lara Craig ([[Jill Ireland]]).&lt;br /&gt;
[[Image:IngramMAC10.jpg|300x300px|thumb|none|]]&lt;br /&gt;
[[File:Assassination 15.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
USSS Agents and various assassins use the [[IMI Uzi|Uzi]]. The U.S. Secret Service actually ''did'' have the Uzi in their arsenal in the 1980's and many agents used them (the most notable example being the assassination attempt on [[Ronald Reagan]] on March 30, 1981 when Special Agent Robert Wanko pulled an Uzi out of a briefcase to cover the President).&lt;br /&gt;
[[Image:Uzi.jpg|300x300px|thumb|none|An Uzi, much like those that would have been in the arsenals of Secret Service offices in 1987, when this film was made.]]&lt;br /&gt;
[[File:Assassination 06.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Assassination 13.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
A [[Uzi#Micro Uzi|Micro Uzi]] is first seen mounted on the motorcycle ridden by Killion.   Killion is then firing the micro Uzi when an assassin on a jetski opens fire on them.&lt;br /&gt;
[[Image:MicroUziPistol.jpg|thumb|none|350px|Micro Uzi with 15 rd magazine - 9mm.]]&lt;br /&gt;
[[File:Assassination 08.jpg|thumb|none|450px|A [[Uzi#Micro Uzi|Micro Uzi]] is first seen mounted on the motorcycle ridden by Killion.]]&lt;br /&gt;
[[File:Assassination 18.jpg|thumb|none|450px|On the left, Killion fires the micro Uzi.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
An assassin is seen trying to taking out a Presidential helicopter with a [[FIM-43 Redeye]].&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|none|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:Assassination 04.jpg|thumb|none|450px|An assassin is seen trying to taking out a Presidential helicopter with a [[FIM-43 Redeye]].]]&lt;br /&gt;
[[File:Assassination 07.jpg|thumb|none|450px|The launcher is seen.]]&lt;br /&gt;
&lt;br /&gt;
==M72A1 LAW==&lt;br /&gt;
Killion uses an [[M72 LAW]] to try and take out a motorcycle-riding assassin.&lt;br /&gt;
[[Image:M72A2LAW.jpg|thumb|none|400px|M72A2 LAW 66mm]]&lt;br /&gt;
[[File:Assassination 09.jpg|thumb|none|450px|Killion fires the LAW.  Typically, the dominant hand is used on the trigger.]]&lt;br /&gt;
[[File:Assassination 13.jpg|thumb|none|450px|The LAW after being fired by Killion.]]&lt;br /&gt;
&lt;br /&gt;
==LaFrance Specialties M16K==&lt;br /&gt;
Pritchard Young (William Hays) uses a [[LaFrance Specialties M16K]] to open fire on a hotel room. Killian also is seen with the rifle.&lt;br /&gt;
[[Image:LaFranceM16K223.jpg|300x300px|thumb|none|]]&lt;br /&gt;
[[File:Assassination 36.jpg|thumb|none|450px|Pritchard Young (William Hays) uses a [[LaFrance Specialties M16K]] to open fire on a hotel room.]]&lt;br /&gt;
[[File:Assassination 38.jpg|thumb|none|450px| Killian also is seen with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
Killian's backup weapon is a [[American Derringer Model 1]], which he keeps it in an ankle holster and then he offers to the First Lady as a defense weapon. Killian says it fires a .410 Shotgun Shell that will &amp;quot;take a man's face off&amp;quot;. &lt;br /&gt;
[[File:American Derringer Stainless Steel M-1.jpg|300px|thumb|none|American Derringer Model 1 - .45 Long Colt/.410 shotgun shell]]&lt;br /&gt;
[[File:Assassination 31.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Assassination 34.jpg|thumb|none|450px]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A Secret Service agent attempting to arrest Bunsen carries a [[Beretta 92F]] which he fires uncontrollably into the air when he is pushed against a wall.&lt;br /&gt;
[[Image:Beretta92F LeftSide.jpg|300x300px|thumb|none|]]&lt;br /&gt;
[[File:Assassination 26.jpg|thumb|none|450px]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=FIM-43_Redeye&amp;diff=1303796</id>
		<title>FIM-43 Redeye</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=FIM-43_Redeye&amp;diff=1303796"/>
		<updated>2019-10-28T16:01:45Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FIM-43 Redeye display.jpg|right|thumb|400px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[Image:FIM43.jpg|thumb|right|401px|FIM-43 Redeye Block III - 70mm]]&lt;br /&gt;
&lt;br /&gt;
The '''FIM-43 Redeye''' was produced for U.S. Army in the 70's, 80's and early 90's before it was replaced with the [[FIM-92 Stinger]]. It had a weight of 18.3lbs (8.3 kg) and was just under 4' (1.2 m) long. It had an effective range of 14,800ft (4.51 km) with an M222 Blast-fragmentation warhead. The warhead weighed 2.35lbs (1.06 kg) and detonated via an impact fuze. It had a top speed of Mach 1.7 and was guided via infrared homing. &lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
''(1967 (operational 1968)- 1995, production ended in late 70s)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' MANPADS&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 70mm Missile, M222 Blast-fragmentation warhead&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 1 Missile&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' Infrared Homing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;220&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Assassination]]'' || || Assassin ||   || 1987&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ishtar]]'' || [[Isabelle Adjani]] || Shirra Assel ||   || 1987&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Cherry 2000]]'' || || Lester's henchmen ||   || 1987&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Licence to Kill]]'' || [[Alejandro Bracho]]|| Perez ||   || 1989&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Licence to Kill]]'' ||[[Robert Davi]] || Sanchez ||   || 1989 &lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Navy SEALs]]'' ||[[Rick Rossovich]] ||Leary  ||   || 1990&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Robocop 2]]'' || || || In gun store || 1990&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Terminator 2: Judgement Day]]'' || || Human Resistance soldier ||   || 1991&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Batman Returns]]'' || || Circus gang member ||   || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Son of the Pink Panther]]'' ||  || Lugash soldier ||  || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mask%2C_The|The Mask]]'' || [[Jim Carrey]] || Stanley Ipkiss/'The Mask' ||   || 1994&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[Cyber Tracker]]'' || [[Jim Maniaci]] || The Tracker || rowspan=2|Mockup || rowspan=2|1994&lt;br /&gt;
|-&lt;br /&gt;
| [[Don &amp;quot;The Dragon&amp;quot; Wilson]] || Eric Phillips&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pentagon Wars, The|The Pentagon Wars]]'' ||  || US Army soldier || Depicted as an experimental anti-armor weapon || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fantastic Four]]'' ||  ||  ||  || 2005&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Television==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|  [[Miami Vice - Season 1]] || || Smugglers || &amp;quot;No Exit&amp;quot;, with fake IFF antenna and sighting unit || 1984-1985&lt;br /&gt;
|-&lt;br /&gt;
| [[Miami Vice - Season 3]] || [[Jeff Fahey]] || Arms dealer Eddie Kaye || &amp;quot;When Irish Eyes are Crying&amp;quot;, with fake sighting unit || 1986-1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Airwolf]]'' || || || || 1984 - 1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[MacGyver (1985 TV Series)]]'' || [[Michael Des Barres]] || Murdoc || &amp;quot;Strictly Business&amp;quot; (S6E19) / with additional see-thru plastic blast shield in front and oversized pear seal in rear || 1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stargate SG-1 - Season 6]]'' ||  [[Christopher Judge]]|| Teal'c|| &amp;quot;Full Circle&amp;quot; (Season 6, Episode 22) || 2002 - 2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[V (2009)|V]]'' ||  [[Charles Mesure]]|| Kyle Hobbes || Fitted with face shield and [[FIM-92 Stinger]] style IFF antenna / &amp;quot;Hearts and Minds&amp;quot; (S01E10) || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Covert Affairs]]'' || || || &amp;quot;In the Light&amp;quot; || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Nikita - Season 2]]'' || [[Andrew Hinkson]] ||Division Agent Wyatt|| &amp;quot;Doublecross&amp;quot; (S2E16), depicted as an unguided rocket launcher|| 2011 - 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Continuum - Season 3]]'' || [[Roger R. Cross]] || Travis Berta ||  as harpoon gun || 2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Gear Solid: Peace Walker]]'' ||  ||  || Incorrectly shown being able to engage ground targets || 2010&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Missile Launcher]]&lt;br /&gt;
[[Category:MANPADS]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1281061</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1281061"/>
		<updated>2019-06-28T08:48:45Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* LAD */ Kind of need some past tense here unless you're hiding a Soviet Union that still exists somewhere :D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Many weapon variants in ''WWII'' multiplayer change the weapon into a completely different one. On this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds. The markings on the slide indicate that the gun is manufactured by &amp;quot;Scapareli Industries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the P.16 variant of the M1912 had a similar slide stop lever, but on the opposite side), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity). &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the No.2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]].&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|400px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|400px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|400px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[Image:Enfield No2.jpg|thumb|none|400px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map ''The Frozen Dawn'', the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|400px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in singleplayer, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
Interestingly, the &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger heavily resemble the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.&lt;br /&gt;
&lt;br /&gt;
[[file:NambuType14Pistol.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Nambu-AbwehrII.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but has the M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some early breech-loading pistols (e.g. the [[Remington Rolling Block]]). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|400px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player character does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod), and seemingly ejects the casings through gravity, which is impossible. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] was added as a new pistol in The Resistance event. The gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles.&lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]] (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added [[MAS-38]], famously used in the assassination of Benito Mussolini by the Italian resistance, the [[Sten#Błyskawica|Błyskawica]], a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the [[United Defense M42]], which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added [[Sten]] itself is an appropriate choice, as countless guns were donated to resistance groups in all theatres of WWII.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|400px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Błyskawica==&lt;br /&gt;
The [[Blyskawica|Błyskawica]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Błyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 01.jpg|thumb|none|600px|The Błyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII Blyskawica 02.jpg|thumb|none|600px|Inspecting the Błyskawica.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The early model [[Erma EMP]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Erma EMP early.jpg|thumb|none|500px|Erma EMP - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_02.jpg|thumb|none|600px|Inspecting the top.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] prototype was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. &lt;br /&gt;
[[File:EMP 44.jpg|thumb|400px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|A custom Erma EMP44 reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWii_mp34_1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii_mp34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii_mp34_3.jpg|thumb|none|600px|Inspecting the top...]]&lt;br /&gt;
[[File:CoDWWii_mp34_4.jpg|thumb|none|600px|... and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==LAD==&lt;br /&gt;
The [[LAD machine gun|LAD]] (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and was regarded as such by the Soviet Union, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|450px|LAD - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|400px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|400px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] is the first available submachine gun in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player character in the campaign level &amp;quot;S.O.E.&amp;quot; by SOE operatives. Obviously.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|400px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|400px|MAS-38 - 7.65mm]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|A custom MAS-38 reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|400px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40#MP40|MP40]] is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP 40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player character holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|400px|none|The MP41. It was produced and used in small quantities in 1941 to 1942.]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|400px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] starts with the stick magazine. The drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell (unlike in the beta, where the drum mag used to clip through the magwell).]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|400px|Sten Mk IVA - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|Reloading the Tokyo Arsenal SMG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] is a base game multiplayer-only weapon. Unlike in ''World at War'', the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
A [[Blunderbuss]] is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
The TP-82's barrels are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.&lt;br /&gt;
&lt;br /&gt;
The reloading procedure has to be altered for this fictional magazine to &amp;quot;work&amp;quot;. The interesting part is the empty reload animation, which involves turning the crank lever on the right side of the gun (it opens the action on the real gun, though the in-game bolt stays shut), replacing the magazine, then pressing a button near the trigger guard (to &amp;quot;close the action&amp;quot;). While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is the safety button instead, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the &amp;quot;magazine well&amp;quot;, it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like the one on [http://www.imfdb.org/wiki/File:Winchester1897TrenchTakedown.jpg this image]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a semi-automatic one and even an anti-tank rifle) fitted with telescopic sights by default for sniping. The &amp;quot;iron sights&amp;quot; attachment was made available for all rifles in the latter category following the Attack of the Undead event, which removes their default optics.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper Rifles&amp;quot; were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃, which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is loosely based on the real Arisaka's sniper scope, having mostly correct horizontal markings but completely different (and somewhat nonsensical) vertical markings. Some of the lower markings are removed, while its upper half is extended upwards, and gains a new set of increasing number markings, apparently implying a negative zero of up to -1400 meters (on the real reticle, the numbers start from 0 at the top just above the crosshair, and increase as it goes down). The 2 marking extended to the side, required on the real scope due to its position being located too close to the horizontal axis, is moved above 0 and retained more or less because it looks nice.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|400px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|400px|Chauchat-Ribeyrolles 1918 - 8x50mmR]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds, and were straight.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. Without the Extended Mag attachment, the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for how much ammunition is missing from the rifle, how much ammunition the player character actually has, and whether or not scopes are present, which should logically prevent the insertion of a stripper clip. To circumvent the scope, the reload animation shows the clip as being attached and loaded diagonally, which is impossible in reality. The stripper clip is also incorrectly shoved into the magazine in its entirety, clip and all. These stripper clip shenanigans, including &amp;quot;diagonal clip shoving&amp;quot; reloads, are also found on the [[#Lee-Enfield No.4 Mk.I(T)|Lee-Enfield]] and [[#Springfield M1903|Springfield M1903]] rifles.&lt;br /&gt;
&lt;br /&gt;
When the Extended Mag attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Performing the diagonal clip insertion reload.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|The K98k in-game, fitted with the aforementioned 7-round 20-round detachable fixed trench magazine. Also note the lack of a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)#Short Magazine Lee-Enfield rifle|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Reloading the Lee-Enfield with a stripper clip through the scope. Like other base game bolt-action rifles, the reload animation loads the stripper clip diagonally to &amp;quot;creatively&amp;quot; avoid the scope blocking the magazine, and also replenishes all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|400px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is still erroneously labeled as the &amp;quot;M1A1&amp;quot; as it was in ''[[Call of Duty: World at War|World at War]]''. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and correctly fires in full-auto, though it lacks that version's fire selector as the model does not change.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|Us. M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|The M1 Carbine with the extended magazine, which holds 22 rounds. It’s not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&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. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion and the issue of &amp;quot;always reloading with a 5-round stripper clip&amp;quot; problem is resolved through an interesting dynamic reload style that is fast enough to keep up with the CoD game pace. When the weapon is scoped, reloading has the character load three loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the &amp;quot;extended mag&amp;quot; (giving a 7-round capacity) is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
There are still some oversights in the reload animations, however: the player character fails to cover the action during a mid-magazine reload, yet ironically and unnecessarily does cover it during an empty reload. This happens regardless of usage of Extended Mag or Iron Sights, regardless if a stripper clip is involved or not. Even more bizarrely, some variants' reload animations never cover the action period.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|A custom Mosin-Nagant reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle is available as a sniper rifle in the Attack of the Undead event. As in ''World at War'' it is a ridiculous choice for a a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|450px|PTRS-41 Anti-Tank Rifle - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==SDK silenced rifle==&lt;br /&gt;
The [[SDK silenced rifle|Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is one of the available sniper rifles. With Extended Mags, it gains a [[:Image:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot;, &amp;quot;Faithful&amp;quot; and &amp;quot;Gum Shoe&amp;quot; variants resemble a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the variant.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the front iron sight of an A3 variant, in spite of the presence of a Model 330 Weaver scope, and the absence of a rear sight). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [[MP40]]-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs&amp;lt;!--I think that's what they are--&amp;gt; above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same [[MP40]]-type folding stock as on the &amp;quot;Haywire&amp;quot;. Its iron sights are mounted at the same positions as the StG 44 instead of the real weapon's more forward position.&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn, apparently having been subjected to the ''[[Far Cry 2]]'' school of gun maintenance. This is because it is an epic variant, which are always dirty or otherwise worn. Cleanliness is reserved for the otherwise identical heroic variants.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 with bipod - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the AS-44.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the Rasheed carbine, an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding stock and a small pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr 1-5==&lt;br /&gt;
The [[Volkssturmgewehr 1-5]] was added in The Resistance event. It is depicted as fully-automatic, but while some experimental versions were selective fire in reality, they were not adopted or produced in quantities. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Volkssturmgewehr 1-5 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion. While there aren't many good choices for resistance-themed self-loading rifles, a possibility could be an [[R.S.C. Mle 1917]], which was used by the French army prior to the war; while not necessarily confirmed, at least some were likely used by the underground resistance in France.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG 1-5 in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are the same as those used by the [[Sturmgewehr 44|StG-44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG 1-5.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as an available sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
== wz. 35 anti-tank rifle ==&lt;br /&gt;
The [[wz. 35 anti-tank rifle]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|400px|wz. 35 anti-tank rifle - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|Inspecting the wz. 35.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theatre, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG,&amp;quot; short for General Purpose Machine Gun, seemingly deciding to reverse the usual direction in which machine guns are mis-classified by the series since it was actually a light machine gun (or a no-purpose machine gun if performance is taken into account).&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles (and much more egregiously), it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; reloading.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] is one of the available light machine guns. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 Light Machine Gun|Nambu Type 11]].&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', firing this weapon from the hip would be very impractical: an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the [[Browning AN/M2|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations, particularly the belt reload.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). Like the German machine guns, its fire rate is nowhere near its real rate, at 312 RPM compared to the real gun's 1,200 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider.&lt;br /&gt;
[[File:Anm2stinger.jpg|thumb|none|450px|Stinger machine gun replica - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the weird-looking bipod, and the strange non-standard slotted barrel shroud.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The writing on the cover claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. The artist seems to have understood that the belt box is way too small, considering the &amp;quot;60 ROUND MAG&amp;quot; stenciling on the top.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|500px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|500px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The [[Browning Automatic Rifle#Kg m/21|Kg m/21]], a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|500px|Kg m/21 - 6.5x55mm]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|Inspecting the Kg M/21.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so this strange extended magazine with a very deliberately thin end was invented by Sledgehammer Games.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[Image:Type92Lewis.jpg|thumb|none|400px|Japanese Type 92 with forced-air cooling jacket - 7.7x58mm R Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] is classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|400px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. (the actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds)]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]] is yet another new machine gun in the game. Although the gun was originally designed as an aircraft-mounted machine gun, a few were fitted with bipods and used by infantry later during the war. Nevertheless, the [[MG34]] would be a more suitable weapon. Oddly, the weapon's fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier, bizarrely fitted with half of its distinctive &amp;quot;saddle drum&amp;quot;; this magazine holds 50 rounds, and is standard for the weapon in-game. Oddly enough, this model is also used for the singleplayer version that holds 75 rounds. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15. Note the aircraft sights, inappropriate for ground troop usage; furthermore, the models aren't even correct, as the front sight has only 4 intersecting lines rather than 8 and no inner circle, and the rear sight is a post, rather than the appropriate v-notch.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]] is present in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]].&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map ''Pointe du Hoc''.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun). It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG 81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The basic in-game model features some &amp;quot;interesting&amp;quot; embellishments, with additional parts visible on the side of the receiver. The base 50-round drum magazine model also features a lot more bumps compared to the smooth drum on the image below, making the base magazine model somewhat resemble half of an MG15 magazine; this changes into a MG15-esque 75-round double drum magazine when extended magazines are equipped.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|451px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in WAW, the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign. They cannot be used.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in singleplayer, while in multiplayer they are available through a scorestreak.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer, and is a collectable memento during the third singleplayer mission &amp;quot;''Stronghold''&amp;quot;.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectable memento during the seventh singleplayer mission &amp;quot;''Death Factory''&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|300px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels finds the Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
A [[F-1 hand grenade]] is seen on a Russian Resistance uniform.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|250px|The F-1 on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]] appears in the The War Machine DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level, Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]].&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a Mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is used for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player character a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|250px|The smoke grenade in the selection menu. Note that white is not a colour the M18 is available in; this should be an [[AN/M8 smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&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:CoDWWII-mills1.jpg|thumb|none|250px|The Mills ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|250px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in the multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|200px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on Danish Resistance uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|300px|Model 23 Haanbombe.]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|250px|Two grenades hanging on the belt.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|250px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|250px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the French Legionary uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|200px|OFX 37 hand grenade with Mle 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|250px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the Russian sailor uniform in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|250px|Two RGDs hanging from the belt.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the ''S-Mine 44''. In-game, it takes the place of a soldier's grenades in multiplayer, and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in singleplayer, and usable in some scripted setpieces where one is used to engage enemy planes.&lt;br /&gt;
&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|The Flak 38 in-game.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a Halbketten-Lkw Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Flak 38 as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==20mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the singleplayer campaign.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|500px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|A Pak 38 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[file:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the singleplayer campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the singleplayer and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&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:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|Closer view on a FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==12.8-cm Flak-Zwillingskanonen==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;''Flaktower''&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several ''Nebelwerfer 41''s can be seen on the &amp;quot;''Aachen''&amp;quot; and &amp;quot;Carentan&amp;quot; map.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|250px|15 cm Nebelwerfer 41 multiple rocket launcher]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the &amp;quot;Carentan Winter&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==15cm sFH 18==&lt;br /&gt;
Various ''schwere Feldhaubitzen 18'' can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[file:CoDww2 held 18 2.jpg|thumb|none|600px|A disabled sFH 18.]]&lt;br /&gt;
[[file:CoDww2 held 18 1.jpg|thumb|none|600px|Another sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==80-cm-Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The ''Schwerer Gustav'' railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy,  Bangalores are used to blow up German barbed wire defenses.&lt;br /&gt;
[[file:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk VI on the &amp;quot;Gibraltar&amp;quot; map.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The mounted Besa.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - Essentially the Mk1 but chambered in .50 caliber. Mounted on Armored Vehicles and used as Navy AA until supplemented by the Besa and Oerlikon 20mm Cannon - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[file:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[file:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'' the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
&lt;br /&gt;
==Browning AN/M2==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with .303 caliber [[Browning AN/M2]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20x110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG34 mounted on a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
Daniels squad must destroy a Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. In ''[[Call of Duty 2]]'' Corporal Bill Taylor must destroy this cannon, too.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[file:CoDww2 gpf 1.jpg|thumb|none|600px|The GPF in-game.]]&lt;br /&gt;
[[file:CoDww2 gpf 2.jpg|thumb|none|600px|Other view.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;''Aachen''&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of &amp;quot;''Call of Duty: Finest Hour''&amp;quot;, &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannon==&lt;br /&gt;
Some Naval Cannons are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[file:CoDww2 navalc.jpg|thumb|none|600px|The cannon in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279441</id>
		<title>Strike Witches: Operation Victory Arrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279441"/>
		<updated>2019-06-18T12:05:13Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Naval Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Strike-Witches-OVA.jpg|thumb|right|300px|''Strike Witches: Operation Victory Arrow'' (2014-2015)]]&lt;br /&gt;
&lt;br /&gt;
In July of 1945, the 501st Joint Fighter Wing and allied naval fleet destroyed the Neuroi hive over Venezia, liberating the country (the climatic events of ''[[Strike Witches 2]]''). After this victory the 501st JFW was disbanded. Most Strike Witches members were reassigned to fronts in or around their homelands, while Yoshika Miyafuji has entirely retired from service due to draining her magic reserves in order to destroy the hive over Venezia, and is now living a quiet, ordinary civilian life; Mio Sakamoto remains in IFN service, though as she's aged out of her magic abilities, Mio is no longer a witch.&lt;br /&gt;
&lt;br /&gt;
''Operation Victory Arrow'' primarily follows three groups of Strike Witches members across its three episodes. ''St. Trond's Thunder'' is set half a month after the end of ''Strike Witches 2'', with Minna-Dietlinde Wilcke, Gertrud Barkhorn, and Erica Hartmann, along with night witch Heidemarie W. Schnaufer stationed at St. Trond airbase in the Kingdom of Belgica; they're also joined by Erica's twin sister, the genius engineer Ursula Hartmann. ''Goddess of the Aegean Sea'' involves the continued adventures of Francesca Lucchini and Charlotte Yeager, joined by Hanna-Justina Marseille and Raisa Pöttgen, as they attempt to take out a stubborn Neuroi that's hiding ''inside'' the island of Delos, and save the ancient Greek ruins on the island; the commander of all witch forces in Africa, Edytha Neumann, as well as Erwin Rommel himself also appear. ''Arnhem Bridge'' follows Pierrette-Henriette Clostermann and Lynette Bishop, along with Amelie Planchard as they continue to aid in rebuilding Gallia after its liberation in September, 1944 [[Strike Witches|at the end of the first season]]; the story primarily revolves around the orphaned Dutch children Julius and Rose, who Perrine takes into her care.&lt;br /&gt;
&lt;br /&gt;
Additionally, each episode features a short post-credits scene of Yoshika receiving or sending a letter to the witches featured in that episode. The last episode also features a post-credits cameo of Eila Juutilainen and Aleksandra Litvyak visiting the Brave Witches' frontline base, as well as Mio Sakamoto working on a certain pet project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chronologically, ''Operation Victory Arrow'' takes place after ''[[Strike Witches 2]]'', and is followed by ''[[Strike Witches: The Movie]]'', which was released before ''OVA'', in 2012.&lt;br /&gt;
&lt;br /&gt;
For more in-depth explanations of the lore and setting of the ''World Witches'' universe, [[Strike Witches|see the first season's page.]]&lt;br /&gt;
&lt;br /&gt;
'''''Warning: Some descriptions and images are spoilers for the series, read at your own risk.'''''&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Gendarmerie Sidearm==&lt;br /&gt;
A member of the Gendarmerie Nationale in Pas-de-Calais chases after Julius, an orphaned refugee from the Netherlands who stole some cold medicine for his little sister Rose. Given the variety of possible sidearms available at the time, it's impossible to say for sure what's in his holster.&lt;br /&gt;
&lt;br /&gt;
[[Image:SWovaG1.jpg|600px|thumb|none|The gendarme chases Julius around the dockyard. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaG2.jpg|600px|thumb|none|Running into Lynette, he gives her a salute and explains the situation. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
In a flashback to the beginning of the Neuroi invasion, a group of Dutch civilians attempt to hold back the Neuroi on a bridge at Arnhem, Netherlands, armed with nothing but [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|double barrel shotguns]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|400px|Browning 5.25 O/U - 12 gauge]]&lt;br /&gt;
[[Image:SWovaOU1.jpg|600px|thumb|none|The civilians attempting to hold the line long enough to evacuate their children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU2.jpg|600px|thumb|none|A much younger Julius talking to his father, as a tiny Rose lies beside him in the truck. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU3.jpg|600px|thumb|none|Julius's dad tells him not to worry, saying the witches will show up soon and drive the Neuroi back. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU4.jpg|600px|thumb|none|The truck prepares to leave, as the defenders wait for the inevitable assault. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU5.jpg|600px|thumb|none|A father waves goodbye to his children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU6.jpg|600px|thumb|none|But the witches never did show up in time... (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==StG 44 with Krummlauf==&lt;br /&gt;
Ursula Hartmann arrives at the St. Trond base with loads of gifts and equipment to test, among them is an [[Sturmgewehr 44|StG 44]] fitted with a Krummlauf (curved barrel) attachment. A witch needing to shoot around corners ''in the sky'' seems rather questionable, but that's also the point of this scene, with a bunch of Ursula's fancy tech being various levels of silly. All of them are based on or inspired by real world experimental German tech, and are included in this same entry.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|StG 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:SWovaStG441.jpg|600px|thumb|none|Erica looking rather confused at her sister's StG 44. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG442.jpg|600px|thumb|none|Next up is a miniaturized version of the Ru 344 X-4 wire-guided air-to-air missile. Despite Erica's reaction, this is would definitely have potential, as it did in reality. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG443.jpg|600px|thumb|none|A flying flamethrower sure seems odd (though they were combat tested in reality on He 111s, Ju 88s, and Do 17s), but as Neuroi are made of a ceramic-like material that is hard but brittle, and thus susceptible to rapid temperature changes, a flamethrower might actually be useful. ''Maybe.'' (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG444.jpg|600px|thumb|none|A sonic cannon, complete with cork earplugs; very Luft '46. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG445.jpg|600px|thumb|none|Of course, what Ursula actually came to test (again) is the Me 262 jet striker, its blueprints seen here. Note that everything is written in German; native languages seen in written form is consistently used in the series, which makes sense as the characters are only speaking Japanese ''for the audience'', but in-universe they (in this case) would all be speaking German. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG446.jpg|600px|thumb|none|Ursula tests the X-4 missile in official artwork; note her Fw 190 A-8 striker. (Art)]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Boys Mk I*==&lt;br /&gt;
Lynette Bishop continues to use a [[Boys anti-tank rifle|Boys Mk I*]] as her signature weapon, though in an ironic twist in terms of nationality, in ''Arnhem Bridge'' she uses one borrowed from Perrine.&lt;br /&gt;
&lt;br /&gt;
[[File:BoysRifle.55.jpg|thumb|none|400px|Boys Mk I* - .55 Boys (13.9x99mm B)]]&lt;br /&gt;
[[Image:SWovaBoys1.jpg|600px|thumb|none|Cover artwork for ''Arnhem Bridge''. (Art)]]&lt;br /&gt;
[[Image:SWovaBoys2.jpg|600px|thumb|none|Every good mansion has a hidden armoury opened with a tilting book, after all. Perrine even keeps a Boys rifle handy, due to how much Lynette is around. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys3.jpg|600px|thumb|none|The cavalry has arrived! (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys4.jpg|600px|thumb|none|The three-headed Neuroi takes cover in a water tower. The large hole in the bridge was from when it broke through minutes earlier, however that crater to the right of the tower was already there, and is exactly where Julius's father and the other civilians were defending the bridge... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys5.jpg|600px|thumb|none|Lynette notes she can't hit the Neuroi accurately when it's hiding in the tower. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys6.jpg|600px|thumb|none|The entrenched Neuroi opens fire, forcing Lynette to block. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys7.jpg|600px|thumb|none|Lynette fires off a few shots with her Boys while evading beams, and scores a hit on one of its legs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys8.jpg|600px|thumb|none|However, as always the leg simply regenerates. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys9.jpg|600px|thumb|none|After Perrine blows off part of the tower with the PIAT, Lynette takes aim... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys10.jpg|600px|thumb|none|...and fires a massive 13.9mm bullet right through the main water pipe, dousing the Neuroi with water. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys11.jpg|600px|thumb|none|After Perrine electrocutes the Neuroi with her ''Tonnerre'' lightning, Lynette fires another shot to destroy the core. Beautiful teamwork. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys12.jpg|600px|thumb|none|A happy Lynette holds her rifle as she watches Perrine and Julius celebrate, in their own way. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S-18/1000==&lt;br /&gt;
The Pantaloni Rossi trio from the 504th JFW make a cameo in a slideshow briefing by Group Captain Edytha Neumann about the Neuroi on Delos; the Ardor Witches are seen attempting to attack it directly, with no success. As with ''Strike Witches 2'', Luciana Mazzei's [[Solothurn S-18 20mm Anti-Tank Rifle|Solothurn S-18/1000]] is instead depicted as a Boys rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solothurn.jpg|thumb|none|400px|Solothurn S-18/1000 - 20x138mmB]]&lt;br /&gt;
[[Image:SWovaS181.jpg|600px|thumb|none|Luciana fires her not-Solothurn, as Martina Crespi and Fernandia Malvezzi fire their MG 42s. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaS182.jpg|600px|thumb|none|Another angle of the trio, showing part of the island. For official artwork of Luciana's proper S-18/1000, [[Strike Witches 2#Solothurn S-18/1000| see the second season's page.]] (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk 1 (M)==&lt;br /&gt;
While Pierrette-Henriette Clostermann doesn't regularly carry around her [[Bren Gun|Bren Mk 1 (M)]] at this point, due to being well behind the lines aiding in rebuilding Gallia, her butler Jean-Paul had a hidden weapon locker installed in the Clostermann residence in case of emergency.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bren gun.JPG|thumb|none|400px|Bren Mk 1 (M) - .303 British]]&lt;br /&gt;
[[Image:SWovaBren1.jpg|600px|thumb|none|Promo poster for ''Arnhem Bridge''. Note Amelie using a Bren here; though she's not seen in combat in the episode, Amelie is one of the main characters of the ''One-Winged Witches'' manga, which also features Lynette's sister Wilma. (Art)]]&lt;br /&gt;
[[Image:SWovaBren2.jpg|600px|thumb|none|A stitched image of the bookcase armoury in all its glory. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren3.jpg|600px|thumb|none|Julius and Perrine run from a pack of land-based Neuroi in Arnhem. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren4.jpg|600px|thumb|none|Perrine turns and fires a burst into one of the Neuroi, destroying it. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren5.jpg|600px|thumb|none|The two continue to run through the ruins, more Neuroi in pursuit. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren6.jpg|600px|thumb|none|Caught in between two Neuroi, Perrine grabs Julius and jumps over one of them. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren7.jpg|600px|thumb|none|Having already destroyed the one they were jumping over, Perrine turns her Bren on the next one... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren8.jpg|600px|thumb|none|...destroying both before they hit the ground, complete with heroic landing pose. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren9.jpg|600px|thumb|none|Perrine holds her Bren one-handed as she watches the three-headed &amp;quot;boss&amp;quot; Neuroi wreck her jeep and block off the bridge. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren10.jpg|600px|thumb|none|Unable to do much else, Perrine holds the trigger down. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren11.jpg|600px|thumb|none|Perrine empties her Bren, but it has negligible effect on the behemoth. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren12.jpg|600px|thumb|none|Out of ammo, Perrine discards her Bren and runs the other way, the pair taking cover in a basement. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
Charlotte Yeager continues to use a [[Browning Automatic Rifle|BAR]] as her standard weapon, though she doesn't so much as fire a shot with it in ''Operation Victory Arrow'', opting to use bombs, unconventional methods, and her mastery of mechanical devices instead.&lt;br /&gt;
[[Image:BAR.jpg|thumb|400px|none|Browning M1918A2 - .30-06]]&lt;br /&gt;
[[Image:SWovaBAR1.jpg|600px|thumb|none|Cover artwork for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWovaBAR2.jpg|600px|thumb|none|Charlotte and Francesca prepare to leave the Lucchini family home on Sicily, as Charlotte asks Francesca's mother to mind her bike and luggage while they're gone; Shirley's motorcycle later features prominently in the episode's closing credits. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR3.jpg|600px|thumb|none|BAR strapped to her back, Charlotte asks Francesca why she's so intent of protecting Delos. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR4.jpg|600px|thumb|none|Francesca and Shirley carry a pair of bombs to use against the Delos Neuroi, escorted by Raisa Pöttgen and Hanna-Justina Marseille. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR5.jpg|600px|thumb|none|Charlotte holds up her bomb, showing the special carry device for witches. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR6.jpg|600px|thumb|none|Shirley catches Francesca after she got a little too aggressive. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR7.jpg|600px|thumb|none|A good shot of the M1918A2, as Francesca begs Shirley to try again, despite not having the firepower. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR8.jpg|600px|thumb|none|With no more options in front of them, the quartet are forced to return to base. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR9.jpg|600px|thumb|none|Shirley and Hanna fly over the fleet the next day. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR10.jpg|600px|thumb|none|Holding her BAR, Shirley dodges beams as she tries to reach the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR11.jpg|600px|thumb|none|Charlotte makes her approach to the ship... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR12.jpg|600px|thumb|none|...and drops her BAR on the deck on landing; her planned tool of choice isn't actually a weapon, but the ship's winch. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The Liberion-made [[Browning M1919A6]], modified with a fixed and easily swappable ammo box, remains Francesca Lucchini's weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1919a6.jpg|thumb|none|400px|Browning M1919A6 - .30-06]]&lt;br /&gt;
[[Image:SWova19191.jpg|600px|thumb|none|Promo poster for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWova191922.jpg|600px|thumb|none|The Lucchini vineyard in Sicily, where the pair have been on vacation for a few weeks. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19193.jpg|600px|thumb|none|Browning slung across her back, Francesca bids her mother farewell as she embarks on another adventure. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19194.jpg|600px|thumb|none|Shirley and Francesca check their bombs while waiting for the opportune moment on the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19195.jpg|600px|thumb|none|Francesca holds her M1919A6, shocked that the Neuroi saw the bombs coming and swatted them out of the air with a pair of beam blasts. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19196.jpg|600px|thumb|none|A very determined Francesca presses on harder and harder to get to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19197.jpg|600px|thumb|none|The next day, Raisa and Francesca fly over the fleet, with Francesca using the handle on the ammo box as a grip, as usual. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19198.jpg|600px|thumb|none|Francesca drops in with a shield to protect Shirley and her winch cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19199.jpg|600px|thumb|none|A great side shot of the M1919A6, as Francesca zooms along ahead of Charlotte, leading her safely to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191910.jpg|600px|thumb|none|Once the Neuroi realizes it's caught in the mechanical noose, it tries to attack the cable, leaving the witches to defend it with shields. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191911.jpg|600px|thumb|none|Francesca and Raisa harass the sea-serpent-looking Neuroi with fire, as Shirley and Hanna drag it out. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191912.jpg|600px|thumb|none|A wonderful stitched shot of Raisa and Francesca, as the Neuroi is finally pulled from its cave. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The Africa-based witches Hanna-Justina Marseille and Raisa Pöttgen of the 31st JFS, as well as Edytha Neumann, commanding officer of all witches in the African theatre, all use the [[MG34|MG 34]] as their weapon of choice, as opposed to the MG 42 preferred by Karlsland witches in Europe.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg-34man-portable.jpg|thumb|none|400px|MG 34 - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG341.jpg|600px|thumb|none|Hanna-Justina lays down fire on the Neuroi to keep it occupied while Charlotte prepares the winch. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG342.jpg|600px|thumb|none|Hanna fires her MG 34 inverted, while dodging more beams. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG343.jpg|600px|thumb|none|Hanna discovers her MG 34 is quite good at damaging the Neuroi's headdress-looking fins, severely weakening its ability to shoot beams (until it regenerates). (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG344.jpg|600px|thumb|none|On Rommel's orders, Raisa and Francesca move up to assist. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG345.jpg|600px|thumb|none|The two Strike Witches and two Storm Witches move in on the Neuroi, showing some great detail on Hanna's MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG346.jpg|600px|thumb|none|Hanna takes aim with her MG 34, fires a few short, controlled bursts, and ''utterly demolishes'' the Neuroi's laser fins. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG347.jpg|600px|thumb|none|Raisa dives in to take over shield duty from Francesca. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG348.jpg|600px|thumb|none|Tina (as Raisa calls her) showing good trigger discipline as a new ally enters the battle... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG349.jpg|600px|thumb|none|...Erwin Rommel himself, flying his personal Fi 156 Storch, escorted by Edytha Neumann and her MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3410.jpg|600px|thumb|none|Hanna and Raisa watch as Rommel jump-starts the winch generator with a pair of jumper cables attached to his Fi 156. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3411.jpg|600px|thumb|none|With the Neuroi fighting fiercely against the winch, Hanna's MG 34 joins Shirley's BAR on the deck as the pair of them move to pull the cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3412.jpg|600px|thumb|none|The Neuroi now extracted from its den, Edytha orders the fleet to open fire. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The witch-version [[MG42|MG 42]], modified to use Patronentrommel 34 drums, continues to be used by all the usual witches, such as the Karlsland trio, Eila Juutilainen, and some of the Ardor Witches.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG 42 - 7.92mm Mauser]]&lt;br /&gt;
[[File:MG34 Patronentrommel34.jpg|thumb|none|400px|MG 34 with Patronentrommel 34 for reference - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG421.jpg|600px|thumb|none|Cover artwork for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG422.jpg|600px|thumb|none|Promo poster for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG423.jpg|600px|thumb|none|Eila Juutilainen effortlessly dodging beams in the opening credits; Eila is not otherwise seen in combat in ''Operation Victory Arrow''. (OP)]]&lt;br /&gt;
[[Image:SWovaMG424.jpg|600px|thumb|none|Erica Hartmann fires a training MG 42 in the skies over Belgica. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4255.jpg|600px|thumb|none|Gertrud Barkhorn returns fire with her own pair of training MG 42s. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG426.jpg|600px|thumb|none|Erica's MG 42, uniform, and Bf 109 K-4 striker sit by a river as she takes a break. Note the distinctive Hartmann black tulip paint scheme. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG427.jpg|600px|thumb|none|Flying fast and low, Minna-Dietlinde Wilcke trades fire with Heidemarie Schnaufer. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG428.jpg|600px|thumb|none|With the base's Neuroi alarm sounding, Gertrud and Minna take off to investigate. Erica is currently grounded due to her striker being broken, as a result of the failed test of Ursula's Bf 109 Zwei Link paired striker; it was entirely Erica's fault. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG429.jpg|600px|thumb|none|As the Neuroi emerges, Gertrud opens fire; the ''dirndl'' was a gift from Ursula, and Trude was unlucky enough to be trying it on when the scramble alarm sounded. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4210.jpg|600px|thumb|none|Minna hipfires at the Neuroi, discovering its armour is too strong for bullets at that range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG42111.jpg|600px|thumb|none|Trude and Minna play defensively as they brainstorm how to deal with the troublesome Neuroi. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4212.jpg|600px|thumb|none|Minna's MG 42 dumps brass as she harasses it from range, causing it to retreat back into the cloud. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4213.jpg|600px|thumb|none|Gertrud suggests they return to base and retrieve the MK 214 cannon and Me 262, as it would be effective at such a range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4214.jpg|600px|thumb|none|Minna stays to keep the Neuroi occupied, but a powerful blast hit hits her shield hard, and her chilling scream knocks some sense into Erica, who's been sulking back at base, listening to the battle on comms. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4215.jpg|600px|thumb|none|Gertrud makes a run for St. Trond, asking the base to ready the jet striker and cannon, and to load the latter with armour-piercing shells. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4216.jpg|600px|thumb|none|Dropping back to distract the small-types, Gertrud does a slo-mo flip over one and blasts it to bits. They may be &amp;quot;small-types&amp;quot;, but Trude being within an arm's reach of one shows it's still pretty darn big. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4217.jpg|600px|thumb|none|Alone and almost out of ammo, Minna empties her MG 42 into the group of small-types bearing down on her. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4218.jpg|600px|thumb|none|Fernandia Malvezzi with her MG 42, in Edytha Neumann's briefing. The Romagna trio appearing like this makes the MG 42 the only weapon to show up in more than one episode of ''Operation Victory Arrow''. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99-2 Model 2 Kai==&lt;br /&gt;
The iconic ''World Witches'' version of the [[Type 99 cannon|Type 99]] cannon only gets a cameo in ''Operation Victory Arrow'', prominently held by Yoshika Miyafuji in the opening credits. With Yoshika having drained her magic, and Mio having aged out, there aren't any Fuso witches that appear who are capable of using it, at present. For the rather lengthy technical explanation of the witches' Type 99-2 Model 2 Kai variant, [[Strike Witches#Type 99-2 Model 2 Kai|see its first season entry]].&lt;br /&gt;
&lt;br /&gt;
[[image:Type_99-1.jpg|thumb|none|400px|Type 99 Mark 1 in pintle mount configuration - 20x72mm RB]]&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:SWovaT991.jpg|600px|thumb|none|A fairly close shot of the Type 99's receiver. (OP)]]&lt;br /&gt;
[[Image:SWovaT992.jpg|600px|thumb|none|Early-Season-2-era Yoshika flies along the clouds in Mio's old A6M3 striker, recognizable by its blue diagonal fuselage stripe and two horizontal tail stripes. Yoshika's original Season-1-era A6M3, which was sacrificed at the end of ''Strike Witches'', had a yellow vertical fuselage stripe and a clean tail. (OP)]]&lt;br /&gt;
[[Image:SWovaT993.jpg|600px|thumb|none|Yoshika and her Type 99 silhouetted against a cumulonimbus cloud in the distance. (OP)]]&lt;br /&gt;
[[Image:SWovaT994.jpg|600px|thumb|none|Late-Season-2-era Yoshika zooms up from the cliffs when she's properly introduced in the credits, Type 99 in hand. (OP)]]&lt;br /&gt;
[[Image:SWovaT995.jpg|600px|thumb|none|The J7W1 Shinden's canards have been turned into vertical stabilizers in striker form, which makes a certain amount of sense; improved directional stability is preferable, as that's presumably a striker's weakest axis. Horizontal surfaces that far back may also hamper a witch's ability to manoeuvre, as witches primarily pitch with their legs. Strikers do in fact have functional ailerons for roll. (OP)]]&lt;br /&gt;
[[Image:SWovaT996.jpg|600px|thumb|none|Another good shot of the Type 99 as Yoshika climbs to rejoin the Strike Witches. (OP)]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Fliegerhammer==&lt;br /&gt;
In ''St. Trond's Thunder'', Ursula Hartmann uses the rocket launcher she herself designed, the nine-barrel Fliegerhammer; Aleksandra Litvyak is also seen with one in the opening credits. The Fliegerhammer was inspired by (both in-universe and out) the [[Luftfaust|Fliegerfaust]], while its boxy shape is reminiscent of the [[M202 FLASH]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|''Replica'' Fliegerfaust B with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:SWovaFH1.jpg|600px|thumb|none|Sanya aims her Fliegerhammer in the opening credits. (OP)]]&lt;br /&gt;
[[Image:SWovaFH2.jpg|600px|thumb|none|Consistent with its previous depictions, the launch order is (shooter's perspective) top row to bottom row, right to left. This is very sensible, as this order ensures the Fliegerfaust's centre of gravity is always as low and as close to the shooter as possible. (OP)]]&lt;br /&gt;
[[Image:SWovaFH3.jpg|600px|thumb|none|A barrage of nine rockets bails Erica out of a sticky situation. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH4.jpg|600px|thumb|none|Ursula arrives with perfect timing. Although the launcher is now empty, good trigger disciple is always commendable. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH5.jpg|600px|thumb|none|One Hartmann dives down to help the other, as Erica has suffered a double engine flameout from messing with the Me 262's throttle too much. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH6.jpg|600px|thumb|none|Ursula ditches the empty launcher so she can assist her twin. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
Along with the Bren and Boys, Perrine's hidden armoury also contains a [[PIAT]], with three rounds, which Perrine brings in addition to her Bren. In all appearances where it is loaded, the warhead is drawn too large: the bomb for the PIAT was usually loaded by pushing the head through the ring at the front of the loading tray which was significantly larger than its diameter. In the show, it is show as at best the same diameter and at worst actually smaller than the warhead, as in the first shot below.&lt;br /&gt;
&lt;br /&gt;
The weapon is also shown being used as if it is a shoulder-fired RPG, which is not correct: the proper firing position requires that the padded stock be braced against the user's shoulder. Were a normal person to attempt to fire a PIAT in the position shown, it would probably result in tearing the top of their shoulder open with the trigger group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Piat gun loaded.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:SWovaPIAT1.jpg|600px|thumb|none|Perrine's PIAT makes its combat debut, with a close-up of the first shaped charge firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT2.jpg|600px|thumb|none|A rather badass stitched image of Perrine showing up to rescue Julius, having just fired the PIAT. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT3.jpg|600px|thumb|none|After ditching her Bren and taking cover, Perrine recocks the PIAT's spring by hand, showing off witches' enhanced strength; the PIAT has a draw weight of 90kg / 200lbs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT4.jpg|600px|thumb|none|Loading the second shaped charge into the launcher. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT5.jpg|600px|thumb|none|Perrine gives Julius a reassuring smile as they prepare to make another escape attempt. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT6.jpg|600px|thumb|none|Taking aim at the three-headed Neuroi... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT7.jpg|600px|thumb|none|...and firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT8.jpg|600px|thumb|none|Knocked backward by a beam blast, Perrine loses the PIAT, and can't retrieve it due to her injured leg. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT9.jpg|600px|thumb|none|Julius braves Neuroi fire without any ability to raise a shield, and brings the launcher back to Perrine. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT10.jpg|600px|thumb|none|Perrine recocks the PIAT with her good leg. The PIAT is supposed to recock itself automatically after each shot, but in reality this wasn't always reliable. In addition, firing the weapon in the over-shoulder RPG-firing pose used in the show, with no pressure on the buttplate, would prevent this mechanism from working. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT11.jpg|600px|thumb|none|With Lynette now on the scene, Perrine takes aim at the top of the water tower the Neuroi is hiding in. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT12.jpg|600px|thumb|none|The last shaped charge is fired, blowing a hole in the top of the building large enough for Lynette to hit the water pipe with her Boys. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Autocannons=&lt;br /&gt;
==MG 151==&lt;br /&gt;
Night witch Heidemarie Schnaufer uses an [[MG 151 cannon|MG 151]] cannon as her weapon of choice; she is only seen using a training MG 151 in ''Operation Victory Arrow''. Similar to the other large cannons wielded by witches, the MG 151 has been modified with a top-mounted vertical pistol grip, a horizontal grip for the off-hand, and a detachable drum magazine; the weapon is otherwise essentially unmodified.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg15120.jpg|thumb|none|400px|MG 151 - 20x82mm]]&lt;br /&gt;
[[File:SWovaMG1511.jpg|thumb|none|600px|Heidemarie races along the river in pursuit of Minna, giving a fairly clear look at the top of her MG 151. The two added grips and detachable drum magazine (left-feed) are all visible here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1512.jpg|thumb|none|600px|As Heidemarie zooms past Erica and Gertrud, the distinctive sight assembly of the MG 151 can be made out here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1513.jpg|thumb|none|600px|Heidemarie exchanges fire with Minna, in a high speed chase. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1514.jpg|thumb|none|600px|Aiming the cannon... (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1515.jpg|thumb|none|600px|...and firing. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1516.jpg|thumb|none|600px|Some residual muzzle flash, as well as a fantastic look at Heidemarie's Bf 110 G-4 striker. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==MK 214==&lt;br /&gt;
A MK 214 cannon was brought by Ursula to St. Trond for testing, alongside a refined version of the Me 262 Schwalbe jet striker. This massive cannon fires the same 50x419mmR rounds as the BK 5 that appeared in ''Strike Witches 2'', and though visually they are very similar, they are not the same weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaMK2141.jpg|thumb|none|600px|Ursula introduces the BK 214, referring to it by name. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2142.jpg|thumb|none|600px|As Gertrud readies for take off, Ursula lists two pieces of advice that also apply to the real Me 262: Do not adjust the throttle until airborne, and to prevent the engines from stalling, do not rapidly accelerate or decelerate. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2143.jpg|thumb|none|600px|As Gertrud tests the striker and the cannon, Erica comments about how long it takes to accelerate and to climb, and how it has a poor turn radius, while Ursula points out that it has a very high max speed and can carry significant firepower. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2144.jpg|thumb|none|600px|Shaken by Minna's scream over comms, Erica takes the 262 and 50mm cannon and makes a rather dramatic entrance. Look at that goddamn muzzle blast. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2145.jpg|thumb|none|600px|Despite being loaded with non-explosive AP shells, the sheer power of the cannon causes several small types around the one directly hit to also shatter. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2146.jpg|thumb|none|600px|Having never flown a jet striker before, and evidently not having paid attention to Ursula's briefing, Erica causes both engines to suffer compressor stalls by adjusting the throttle too rapidly. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2147.jpg|thumb|none|600px|Twin sister to the rescue! This also gives a good sense of how massive the MK 214 is. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2148.jpg|thumb|none|600px|Ursula has Erica practice breathing exercises as she tries to coax her into restarting the Me 262's engines. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2149.jpg|thumb|none|600px|The Hartmann twins speed towards Minna. Ursula is using an He 162 Spatz jet striker. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21410.jpg|thumb|none|600px|Erica and Ursula make yet another perfectly-timed entrance, obliterating the last four small-types with a single shot. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21411.jpg|thumb|none|600px|Minna tracks the main Neuroi inside the cloud with her spatial awareness ability, and provides precise targeting for Erica to fire into the cloud. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21412.jpg|thumb|none|600px|Most of its &amp;quot;wing&amp;quot; blown off by the previous shot, the Neuroi leaves the cloud and tries to escape, but it doesn't stand a chance. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
=506th Joint Fighter Wing, Noble Witches cameo=&lt;br /&gt;
Four members of the Noble Witches appear in the smallest of cameos, as simple silhouettes flying far overhead. Given the composition of the 506th, this is certainly A-unit, stationed in Sedan, comprising of Heinrike Prinzessin zu Sayn-Wittgenstein (MG 151), Adriana Visconti (MG 42, or a ''pair'' of Fliegerhammers), Kunika Kuroda (MG 42), and Isabelle du Monceau de Bergendal (Boys). These four, plus Noble Witches commanding officer Rosalie de Hemricourt de Grunne, all make ''proper'' cameos in ''Strike Witches: The Movie''.&lt;br /&gt;
&lt;br /&gt;
[[File:SWova506th.jpg|thumb|none|600px|Four contrails soar over the Gallian countryside. Formed after the liberation of Gallia in September, 1944 to protect Gallia, the brass had originally wanted Perrine to command the 506th, however she turned down the offer, preferring to focus on rebuilding Gallia. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle-Mounted &amp;amp; Stationary Weapons=&lt;br /&gt;
==Breda-SAFAT 12.7mm machine gun==&lt;br /&gt;
A pair of Piaggio P.108B bombers are seen having attempted to take out the Neuroi on Delos in Edytha Neumann's briefing, however both were destroyed. The P.108B is armed with a total of six [[Breda-SAFAT machine gun|Breda-SAFAT machine guns]] chambered in 12.7mm, with one nose gunner, one ventral gunner, and a twin turret in each outboard engine nacelle, controlled remotely.&lt;br /&gt;
&lt;br /&gt;
[[File:12.7mmBreda-SAFAT.jpg|thumb|none|400px|Breda-SAFAT machine gun - 12.7x81mmSR]]&lt;br /&gt;
[[File:SWovaBreda-SAFAT.jpg|thumb|none|600px|Only the ventral turret of each P.108 is visible from this angle, and the turrets are currently retracted. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
Having aged out of her magic, Mio Sakamoto is seen flying an A6M3 Reisen in the opening credits. The Zero is armed with a pair of [[Vickers#Type 97 Aircraft Machine Gun|Type 97 aircraft machine guns]] in the engine cowling, as well as a pair of Type 99 cannons in the wings.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:SWovaT971.jpg|thumb|none|600px|Mio fires her Type 97 MGs at the Neuroi. (OP)]]&lt;br /&gt;
[[File:SWovaT972.jpg|thumb|none|600px|Mio pulls away after the run, Neuroi shards sent flying. The muzzle of one of the Type 97s can be seen just behind the black cowling. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
In addition to its Type 97 MGs, the A6M is armed with a [[type 99 cannon|Type 99]] cannon in each wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:SWovaT973.jpg|thumb|none|600px|The muzzle ports for the Type 99s ''should'' be visible here, in the larger square panels along the leading edge; it seems they weren't modelled, though they'd only be visible for a couple frames. The Type 97s are, however, very visible here. (OP)]]&lt;br /&gt;
[[File:SWovaT974.jpg|thumb|none|600px|Mio in the cockpit of her A6M3, the same model she used to fly in striker form. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
A Tiger I is seen in the opening credits, and while they're not visible from the rear, it would be armed with a pair of [[MG34|MG 34 Panzerlauf]] variants, one in the coaxial mount, one hull-mounted, as well as its 8.8cm KwK 36 main cannon. This Tiger is actually an early-production H1 variant, specifically Tiger 100, complete with &amp;quot;100&amp;quot; and white elephant markings. In reality, Tiger 100 was captured intact by the Russians late in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG 34 Panzerlauf with stock fitted - 7.92mm Mauser]]&lt;br /&gt;
[[File:SWovaMG34V.jpg|thumb|none|600px|The difference between early-production H1s and the more iconic later version was the pair of storage boxes on the sides of the turret (as opposed to one in the rear), and the lack of any armoured side skirts. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
A trio of the iconic &amp;quot;eighty-eights&amp;quot; are seen somewhere in (presumably) Karlsland in the opening credits.&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[File:SWova88.jpg|thumb|none|600px|Gertrud, Erica, and Minna at a base defended by a few FlaK guns. Note the two-piece barrels. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
St. Trond airbase is heavily defended by large AA batteries which appear to be oversized twin-mounted [[Bofors 40mm|Bofors]] guns.&lt;br /&gt;
&lt;br /&gt;
[[File:BoforsTwin.jpg|thumb|none|400px|Bofors 40mm L/60 twin mounting - 40x311mmR]]&lt;br /&gt;
[[File:SWovaB1.jpg|thumb|none|600px|The castle-style main part of the base features a twin AA gun on each turret, as well as two more along the front wall; the opposite side presumably has another two, making for a total of twelve twin cannons. (Ep.1)]]&lt;br /&gt;
[[File:SWovaB2.jpg|thumb|none|600px|A closer shot of some of the cannons, as Gertrud and Minna sortie. The distinctive barrels of the Bofors are visible here, albeit significantly larger. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==2cm Flakvierling 38==&lt;br /&gt;
The Brave Witches' small frontline base near Petersburg is defended by three [[2cm FlaK 38#Flakvierling 38|Flakvierling 38]] quad-cannons. As ''[[Brave Witches]]'' is set before ''Strike Witches 2'', this scene takes place much later than the events of ''Brave Witches''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[File:SWovaFV.jpg|thumb|none|600px|Three Flakvierling 38s sit at the perimeter of the outpost, as Aleksandra Pokryshkin, Nikka Katajainen, Sanya, and Eila play cards on the deck. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Naval Weapons==&lt;br /&gt;
Assorted AA guns and cannons are seen on military ships and armed merchantmen.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaN1.jpg|thumb|none|600px|Left to right: an ''Iowa''-class battleship, ''Bismarck'', IJN ''Yamato'', and two ''King George V''-class battleships. (OP)]]&lt;br /&gt;
[[File:SWovaN2.jpg|thumb|none|600px|(OP)]]&lt;br /&gt;
[[File:SWovaN3.jpg|thumb|none|600px|With Mio having lost her magic, so to did her personally forged katana, Reppumaru, which is now simply an ordinary sword. (OP)]]&lt;br /&gt;
[[File:SWovaN4.jpg|thumb|none|600px|A variety of weapons are visible in an overhead shot of a Liberty Ship: these typically carried a five-inch gun astern, two 3-inch guns, and a number of [[Oerlikon 20mm Cannon]]s. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN5.jpg|thumb|none|600px|Sinking of what appears to be an Italian ''Navigatori''-class destroyer. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN6.jpg|thumb|none|600px|A shot of the bow gun tub containing one of the 20mm Oerlikons with another visible back from it. The Liberty Ship is here identified as ''Peter Skene Ogden'', a vessel named for a Canadian explorer and fur trader. The real ship was torpedoed off Algeria in February 1944 by the submarine U-969 along with her sister ''George Cleeve'', both beaching but being declared total losses and scrapped. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN7.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN8.jpg|thumb|none|600px|A ''Navigatori''-class destroyer fires its 4.7-inch bow gun, with the ''Littorio''-class battleship ''Roma'' in the foreground. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN10.jpg|thumb|none|600px|A bow view of a Liberty Ship. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
{{Strike Witches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279406</id>
		<title>Strike Witches: Operation Victory Arrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279406"/>
		<updated>2019-06-18T10:06:25Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* PIAT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Strike-Witches-OVA.jpg|thumb|right|300px|''Strike Witches: Operation Victory Arrow'' (2014-2015)]]&lt;br /&gt;
&lt;br /&gt;
In July of 1945, the 501st Joint Fighter Wing and allied naval fleet destroyed the Neuroi hive over Venezia, liberating the country (the climatic events of ''[[Strike Witches 2]]''). After this victory the 501st JFW was disbanded. Most Strike Witches members were reassigned to fronts in or around their homelands, while Yoshika Miyafuji has entirely retired from service due to draining her magic reserves in order to destroy the hive over Venezia, and is now living a quiet, ordinary civilian life; Mio Sakamoto remains in IFN service, though as she's aged out of her magic abilities, Mio is no longer a witch.&lt;br /&gt;
&lt;br /&gt;
''Operation Victory Arrow'' primarily follows three groups of Strike Witches members across its three episodes. ''St. Trond's Thunder'' is set half a month after the end of ''Strike Witches 2'', with Minna-Dietlinde Wilcke, Gertrud Barkhorn, and Erica Hartmann, along with night witch Heidemarie W. Schnaufer stationed at St. Trond airbase in the Kingdom of Belgica; they're also joined by Erica's twin sister, the genius engineer Ursula Hartmann. ''Goddess of the Aegean Sea'' involves the continued adventures of Francesca Lucchini and Charlotte Yeager, joined by Hanna-Justina Marseille and Raisa Pöttgen, as they attempt to take out a stubborn Neuroi that's hiding ''inside'' the island of Delos, and save the ancient Greek ruins on the island; the commander of all witch forces in Africa, Edytha Neumann, as well as Erwin Rommel himself also appear. ''Arnhem Bridge'' follows Pierrette-Henriette Clostermann and Lynette Bishop, along with Amelie Planchard as they continue to aid in rebuilding Gallia after its liberation in September, 1944 [[Strike Witches|at the end of the first season]]; the story primarily revolves around the orphaned Dutch children Julius and Rose, who Perrine takes into her care.&lt;br /&gt;
&lt;br /&gt;
Additionally, each episode features a short post-credits scene of Yoshika receiving or sending a letter to the witches featured in that episode. The last episode also features a post-credits cameo of Eila Juutilainen and Aleksandra Litvyak visiting the Brave Witches' frontline base, as well as Mio Sakamoto working on a certain pet project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chronologically, ''Operation Victory Arrow'' takes place after ''[[Strike Witches 2]]'', and is followed by ''[[Strike Witches: The Movie]]'', which was released before ''OVA'', in 2012.&lt;br /&gt;
&lt;br /&gt;
For more in-depth explanations of the lore and setting of the ''World Witches'' universe, [[Strike Witches|see the first season's page.]]&lt;br /&gt;
&lt;br /&gt;
'''''Warning: Some descriptions and images are spoilers for the series, read at your own risk.'''''&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Gendarmerie Sidearm==&lt;br /&gt;
A member of the Gendarmerie Nationale in Pas-de-Calais chases after Julius, an orphaned refugee from the Netherlands who stole some cold medicine for his little sister Rose. Given the variety of possible sidearms available at the time, it's impossible to say for sure what's in his holster.&lt;br /&gt;
&lt;br /&gt;
[[Image:SWovaG1.jpg|600px|thumb|none|The gendarme chases Julius around the dockyard. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaG2.jpg|600px|thumb|none|Running into Lynette, he gives her a salute and explains the situation. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
In a flashback to the beginning of the Neuroi invasion, a group of Dutch civilians attempt to hold back the Neuroi on a bridge at Arnhem, Netherlands, armed with nothing but [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|double barrel shotguns]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|400px|Browning 5.25 O/U - 12 gauge]]&lt;br /&gt;
[[Image:SWovaOU1.jpg|600px|thumb|none|The civilians attempting to hold the line long enough to evacuate their children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU2.jpg|600px|thumb|none|A much younger Julius talking to his father, as a tiny Rose lies beside him in the truck. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU3.jpg|600px|thumb|none|Julius's dad tells him not to worry, saying the witches will show up soon and drive the Neuroi back. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU4.jpg|600px|thumb|none|The truck prepares to leave, as the defenders wait for the inevitable assault. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU5.jpg|600px|thumb|none|A father waves goodbye to his children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU6.jpg|600px|thumb|none|But the witches never did show up in time... (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==StG 44 with Krummlauf==&lt;br /&gt;
Ursula Hartmann arrives at the St. Trond base with loads of gifts and equipment to test, among them is an [[Sturmgewehr 44|StG 44]] fitted with a Krummlauf (curved barrel) attachment. A witch needing to shoot around corners ''in the sky'' seems rather questionable, but that's also the point of this scene, with a bunch of Ursula's fancy tech being various levels of silly. All of them are based on or inspired by real world experimental German tech, and are included in this same entry.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|StG 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:SWovaStG441.jpg|600px|thumb|none|Erica looking rather confused at her sister's StG 44. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG442.jpg|600px|thumb|none|Next up is a miniaturized version of the Ru 344 X-4 wire-guided air-to-air missile. Despite Erica's reaction, this is would definitely have potential, as it did in reality. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG443.jpg|600px|thumb|none|A flying flamethrower sure seems odd (though they were combat tested in reality on He 111s, Ju 88s, and Do 17s), but as Neuroi are made of a ceramic-like material that is hard but brittle, and thus susceptible to rapid temperature changes, a flamethrower might actually be useful. ''Maybe.'' (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG444.jpg|600px|thumb|none|A sonic cannon, complete with cork earplugs; very Luft '46. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG445.jpg|600px|thumb|none|Of course, what Ursula actually came to test (again) is the Me 262 jet striker, its blueprints seen here. Note that everything is written in German; native languages seen in written form is consistently used in the series, which makes sense as the characters are only speaking Japanese ''for the audience'', but in-universe they (in this case) would all be speaking German. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG446.jpg|600px|thumb|none|Ursula tests the X-4 missile in official artwork; note her Fw 190 A-8 striker. (Art)]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Boys Mk I*==&lt;br /&gt;
Lynette Bishop continues to use a [[Boys anti-tank rifle|Boys Mk I*]] as her signature weapon, though in an ironic twist in terms of nationality, in ''Arnhem Bridge'' she uses one borrowed from Perrine.&lt;br /&gt;
&lt;br /&gt;
[[File:BoysRifle.55.jpg|thumb|none|400px|Boys Mk I* - .55 Boys (13.9x99mm B)]]&lt;br /&gt;
[[Image:SWovaBoys1.jpg|600px|thumb|none|Cover artwork for ''Arnhem Bridge''. (Art)]]&lt;br /&gt;
[[Image:SWovaBoys2.jpg|600px|thumb|none|Every good mansion has a hidden armoury opened with a tilting book, after all. Perrine even keeps a Boys rifle handy, due to how much Lynette is around. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys3.jpg|600px|thumb|none|The cavalry has arrived! (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys4.jpg|600px|thumb|none|The three-headed Neuroi takes cover in a water tower. The large hole in the bridge was from when it broke through minutes earlier, however that crater to the right of the tower was already there, and is exactly where Julius's father and the other civilians were defending the bridge... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys5.jpg|600px|thumb|none|Lynette notes she can't hit the Neuroi accurately when it's hiding in the tower. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys6.jpg|600px|thumb|none|The entrenched Neuroi opens fire, forcing Lynette to block. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys7.jpg|600px|thumb|none|Lynette fires off a few shots with her Boys while evading beams, and scores a hit on one of its legs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys8.jpg|600px|thumb|none|However, as always the leg simply regenerates. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys9.jpg|600px|thumb|none|After Perrine blows off part of the tower with the PIAT, Lynette takes aim... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys10.jpg|600px|thumb|none|...and fires a massive 13.9mm bullet right through the main water pipe, dousing the Neuroi with water. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys11.jpg|600px|thumb|none|After Perrine electrocutes the Neuroi with her ''Tonnerre'' lightning, Lynette fires another shot to destroy the core. Beautiful teamwork. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys12.jpg|600px|thumb|none|A happy Lynette holds her rifle as she watches Perrine and Julius celebrate, in their own way. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S-18/1000==&lt;br /&gt;
The Pantaloni Rossi trio from the 504th JFW make a cameo in a slideshow briefing by Group Captain Edytha Neumann about the Neuroi on Delos; the Ardor Witches are seen attempting to attack it directly, with no success. As with ''Strike Witches 2'', Luciana Mazzei's [[Solothurn S-18 20mm Anti-Tank Rifle|Solothurn S-18/1000]] is instead depicted as a Boys rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solothurn.jpg|thumb|none|400px|Solothurn S-18/1000 - 20x138mmB]]&lt;br /&gt;
[[Image:SWovaS181.jpg|600px|thumb|none|Luciana fires her not-Solothurn, as Martina Crespi and Fernandia Malvezzi fire their MG 42s. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaS182.jpg|600px|thumb|none|Another angle of the trio, showing part of the island. For official artwork of Luciana's proper S-18/1000, [[Strike Witches 2#Solothurn S-18/1000| see the second season's page.]] (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk 1 (M)==&lt;br /&gt;
While Pierrette-Henriette Clostermann doesn't regularly carry around her [[Bren Gun|Bren Mk 1 (M)]] at this point, due to being well behind the lines aiding in rebuilding Gallia, her butler Jean-Paul had a hidden weapon locker installed in the Clostermann residence in case of emergency.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bren gun.JPG|thumb|none|400px|Bren Mk 1 (M) - .303 British]]&lt;br /&gt;
[[Image:SWovaBren1.jpg|600px|thumb|none|Promo poster for ''Arnhem Bridge''. Note Amelie using a Bren here; though she's not seen in combat in the episode, Amelie is one of the main characters of the ''One-Winged Witches'' manga, which also features Lynette's sister Wilma. (Art)]]&lt;br /&gt;
[[Image:SWovaBren2.jpg|600px|thumb|none|A stitched image of the bookcase armoury in all its glory. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren3.jpg|600px|thumb|none|Julius and Perrine run from a pack of land-based Neuroi in Arnhem. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren4.jpg|600px|thumb|none|Perrine turns and fires a burst into one of the Neuroi, destroying it. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren5.jpg|600px|thumb|none|The two continue to run through the ruins, more Neuroi in pursuit. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren6.jpg|600px|thumb|none|Caught in between two Neuroi, Perrine grabs Julius and jumps over one of them. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren7.jpg|600px|thumb|none|Having already destroyed the one they were jumping over, Perrine turns her Bren on the next one... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren8.jpg|600px|thumb|none|...destroying both before they hit the ground, complete with heroic landing pose. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren9.jpg|600px|thumb|none|Perrine holds her Bren one-handed as she watches the three-headed &amp;quot;boss&amp;quot; Neuroi wreck her jeep and block off the bridge. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren10.jpg|600px|thumb|none|Unable to do much else, Perrine holds the trigger down. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren11.jpg|600px|thumb|none|Perrine empties her Bren, but it has negligible effect on the behemoth. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren12.jpg|600px|thumb|none|Out of ammo, Perrine discards her Bren and runs the other way, the pair taking cover in a basement. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
Charlotte Yeager continues to use a [[Browning Automatic Rifle|BAR]] as her standard weapon, though she doesn't so much as fire a shot with it in ''Operation Victory Arrow'', opting to use bombs, unconventional methods, and her mastery of mechanical devices instead.&lt;br /&gt;
[[Image:BAR.jpg|thumb|400px|none|Browning M1918A2 - .30-06]]&lt;br /&gt;
[[Image:SWovaBAR1.jpg|600px|thumb|none|Cover artwork for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWovaBAR2.jpg|600px|thumb|none|Charlotte and Francesca prepare to leave the Lucchini family home on Sicily, as Charlotte asks Francesca's mother to mind her bike and luggage while they're gone; Shirley's motorcycle later features prominently in the episode's closing credits. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR3.jpg|600px|thumb|none|BAR strapped to her back, Charlotte asks Francesca why she's so intent of protecting Delos. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR4.jpg|600px|thumb|none|Francesca and Shirley carry a pair of bombs to use against the Delos Neuroi, escorted by Raisa Pöttgen and Hanna-Justina Marseille. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR5.jpg|600px|thumb|none|Charlotte holds up her bomb, showing the special carry device for witches. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR6.jpg|600px|thumb|none|Shirley catches Francesca after she got a little too aggressive. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR7.jpg|600px|thumb|none|A good shot of the M1918A2, as Francesca begs Shirley to try again, despite not having the firepower. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR8.jpg|600px|thumb|none|With no more options in front of them, the quartet are forced to return to base. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR9.jpg|600px|thumb|none|Shirley and Hanna fly over the fleet the next day. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR10.jpg|600px|thumb|none|Holding her BAR, Shirley dodges beams as she tries to reach the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR11.jpg|600px|thumb|none|Charlotte makes her approach to the ship... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR12.jpg|600px|thumb|none|...and drops her BAR on the deck on landing; her planned tool of choice isn't actually a weapon, but the ship's winch. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The Liberion-made [[Browning M1919A6]], modified with a fixed and easily swappable ammo box, remains Francesca Lucchini's weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1919a6.jpg|thumb|none|400px|Browning M1919A6 - .30-06]]&lt;br /&gt;
[[Image:SWova19191.jpg|600px|thumb|none|Promo poster for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWova191922.jpg|600px|thumb|none|The Lucchini vineyard in Sicily, where the pair have been on vacation for a few weeks. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19193.jpg|600px|thumb|none|Browning slung across her back, Francesca bids her mother farewell as she embarks on another adventure. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19194.jpg|600px|thumb|none|Shirley and Francesca check their bombs while waiting for the opportune moment on the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19195.jpg|600px|thumb|none|Francesca holds her M1919A6, shocked that the Neuroi saw the bombs coming and swatted them out of the air with a pair of beam blasts. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19196.jpg|600px|thumb|none|A very determined Francesca presses on harder and harder to get to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19197.jpg|600px|thumb|none|The next day, Raisa and Francesca fly over the fleet, with Francesca using the handle on the ammo box as a grip, as usual. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19198.jpg|600px|thumb|none|Francesca drops in with a shield to protect Shirley and her winch cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19199.jpg|600px|thumb|none|A great side shot of the M1919A6, as Francesca zooms along ahead of Charlotte, leading her safely to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191910.jpg|600px|thumb|none|Once the Neuroi realizes it's caught in the mechanical noose, it tries to attack the cable, leaving the witches to defend it with shields. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191911.jpg|600px|thumb|none|Francesca and Raisa harass the sea-serpent-looking Neuroi with fire, as Shirley and Hanna drag it out. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191912.jpg|600px|thumb|none|A wonderful stitched shot of Raisa and Francesca, as the Neuroi is finally pulled from its cave. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The Africa-based witches Hanna-Justina Marseille and Raisa Pöttgen of the 31st JFS, as well as Edytha Neumann, commanding officer of all witches in the African theatre, all use the [[MG34|MG 34]] as their weapon of choice, as opposed to the MG 42 preferred by Karlsland witches in Europe.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg-34man-portable.jpg|thumb|none|400px|MG 34 - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG341.jpg|600px|thumb|none|Hanna-Justina lays down fire on the Neuroi to keep it occupied while Charlotte prepares the winch. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG342.jpg|600px|thumb|none|Hanna fires her MG 34 inverted, while dodging more beams. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG343.jpg|600px|thumb|none|Hanna discovers her MG 34 is quite good at damaging the Neuroi's headdress-looking fins, severely weakening its ability to shoot beams (until it regenerates). (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG344.jpg|600px|thumb|none|On Rommel's orders, Raisa and Francesca move up to assist. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG345.jpg|600px|thumb|none|The two Strike Witches and two Storm Witches move in on the Neuroi, showing some great detail on Hanna's MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG346.jpg|600px|thumb|none|Hanna takes aim with her MG 34, fires a few short, controlled bursts, and ''utterly demolishes'' the Neuroi's laser fins. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG347.jpg|600px|thumb|none|Raisa dives in to take over shield duty from Francesca. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG348.jpg|600px|thumb|none|Tina (as Raisa calls her) showing good trigger discipline as a new ally enters the battle... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG349.jpg|600px|thumb|none|...Erwin Rommel himself, flying his personal Fi 156 Storch, escorted by Edytha Neumann and her MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3410.jpg|600px|thumb|none|Hanna and Raisa watch as Rommel jump-starts the winch generator with a pair of jumper cables attached to his Fi 156. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3411.jpg|600px|thumb|none|With the Neuroi fighting fiercely against the winch, Hanna's MG 34 joins Shirley's BAR on the deck as the pair of them move to pull the cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3412.jpg|600px|thumb|none|The Neuroi now extracted from its den, Edytha orders the fleet to open fire. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The witch-version [[MG42|MG 42]], modified to use Patronentrommel 34 drums, continues to be used by all the usual witches, such as the Karlsland trio, Eila Juutilainen, and some of the Ardor Witches.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG 42 - 7.92mm Mauser]]&lt;br /&gt;
[[File:MG34 Patronentrommel34.jpg|thumb|none|400px|MG 34 with Patronentrommel 34 for reference - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG421.jpg|600px|thumb|none|Cover artwork for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG422.jpg|600px|thumb|none|Promo poster for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG423.jpg|600px|thumb|none|Eila Juutilainen effortlessly dodging beams in the opening credits; Eila is not otherwise seen in combat in ''Operation Victory Arrow''. (OP)]]&lt;br /&gt;
[[Image:SWovaMG424.jpg|600px|thumb|none|Erica Hartmann fires a training MG 42 in the skies over Belgica. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4255.jpg|600px|thumb|none|Gertrud Barkhorn returns fire with her own pair of training MG 42s. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG426.jpg|600px|thumb|none|Erica's MG 42, uniform, and Bf 109 K-4 striker sit by a river as she takes a break. Note the distinctive Hartmann black tulip paint scheme. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG427.jpg|600px|thumb|none|Flying fast and low, Minna-Dietlinde Wilcke trades fire with Heidemarie Schnaufer. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG428.jpg|600px|thumb|none|With the base's Neuroi alarm sounding, Gertrud and Minna take off to investigate. Erica is currently grounded due to her striker being broken, as a result of the failed test of Ursula's Bf 109 Zwei Link paired striker; it was entirely Erica's fault. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG429.jpg|600px|thumb|none|As the Neuroi emerges, Gertrud opens fire; the ''dirndl'' was a gift from Ursula, and Trude was unlucky enough to be trying it on when the scramble alarm sounded. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4210.jpg|600px|thumb|none|Minna hipfires at the Neuroi, discovering its armour is too strong for bullets at that range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG42111.jpg|600px|thumb|none|Trude and Minna play defensively as they brainstorm how to deal with the troublesome Neuroi. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4212.jpg|600px|thumb|none|Minna's MG 42 dumps brass as she harasses it from range, causing it to retreat back into the cloud. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4213.jpg|600px|thumb|none|Gertrud suggests they return to base and retrieve the MK 214 cannon and Me 262, as it would be effective at such a range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4214.jpg|600px|thumb|none|Minna stays to keep the Neuroi occupied, but a powerful blast hit hits her shield hard, and her chilling scream knocks some sense into Erica, who's been sulking back at base, listening to the battle on comms. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4215.jpg|600px|thumb|none|Gertrud makes a run for St. Trond, asking the base to ready the jet striker and cannon, and to load the latter with armour-piercing shells. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4216.jpg|600px|thumb|none|Dropping back to distract the small-types, Gertrud does a slo-mo flip over one and blasts it to bits. They may be &amp;quot;small-types&amp;quot;, but Trude being within an arm's reach of one shows it's still pretty darn big. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4217.jpg|600px|thumb|none|Alone and almost out of ammo, Minna empties her MG 42 into the group of small-types bearing down on her. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4218.jpg|600px|thumb|none|Fernandia Malvezzi with her MG 42, in Edytha Neumann's briefing. The Romagna trio appearing like this makes the MG 42 the only weapon to show up in more than one episode of ''Operation Victory Arrow''. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99-2 Model 2 Kai==&lt;br /&gt;
The iconic ''World Witches'' version of the [[Type 99 cannon|Type 99]] cannon only gets a cameo in ''Operation Victory Arrow'', prominently held by Yoshika Miyafuji in the opening credits. With Yoshika having drained her magic, and Mio having aged out, there aren't any Fuso witches that appear who are capable of using it, at present. For the rather lengthy technical explanation of the witches' Type 99-2 Model 2 Kai variant, [[Strike Witches#Type 99-2 Model 2 Kai|see its first season entry]].&lt;br /&gt;
&lt;br /&gt;
[[image:Type_99-1.jpg|thumb|none|400px|Type 99 Mark 1 in pintle mount configuration - 20x72mm RB]]&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:SWovaT991.jpg|600px|thumb|none|A fairly close shot of the Type 99's receiver. (OP)]]&lt;br /&gt;
[[Image:SWovaT992.jpg|600px|thumb|none|Early-Season-2-era Yoshika flies along the clouds in Mio's old A6M3 striker, recognizable by its blue diagonal fuselage stripe and two horizontal tail stripes. Yoshika's original Season-1-era A6M3, which was sacrificed at the end of ''Strike Witches'', had a yellow vertical fuselage stripe and a clean tail. (OP)]]&lt;br /&gt;
[[Image:SWovaT993.jpg|600px|thumb|none|Yoshika and her Type 99 silhouetted against a cumulonimbus cloud in the distance. (OP)]]&lt;br /&gt;
[[Image:SWovaT994.jpg|600px|thumb|none|Late-Season-2-era Yoshika zooms up from the cliffs when she's properly introduced in the credits, Type 99 in hand. (OP)]]&lt;br /&gt;
[[Image:SWovaT995.jpg|600px|thumb|none|The J7W1 Shinden's canards have been turned into vertical stabilizers in striker form, which makes a certain amount of sense; improved directional stability is preferable, as that's presumably a striker's weakest axis. Horizontal surfaces that far back may also hamper a witch's ability to manoeuvre, as witches primarily pitch with their legs. Strikers do in fact have functional ailerons for roll. (OP)]]&lt;br /&gt;
[[Image:SWovaT996.jpg|600px|thumb|none|Another good shot of the Type 99 as Yoshika climbs to rejoin the Strike Witches. (OP)]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Fliegerhammer==&lt;br /&gt;
In ''St. Trond's Thunder'', Ursula Hartmann uses the rocket launcher she herself designed, the nine-barrel Fliegerhammer; Aleksandra Litvyak is also seen with one in the opening credits. The Fliegerhammer was inspired by (both in-universe and out) the [[Luftfaust|Fliegerfaust]], while its boxy shape is reminiscent of the [[M202 FLASH]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|''Replica'' Fliegerfaust B with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:SWovaFH1.jpg|600px|thumb|none|Sanya aims her Fliegerhammer in the opening credits. (OP)]]&lt;br /&gt;
[[Image:SWovaFH2.jpg|600px|thumb|none|Consistent with its previous depictions, the launch order is (shooter's perspective) top row to bottom row, right to left. This is very sensible, as this order ensures the Fliegerfaust's centre of gravity is always as low and as close to the shooter as possible. (OP)]]&lt;br /&gt;
[[Image:SWovaFH3.jpg|600px|thumb|none|A barrage of nine rockets bails Erica out of a sticky situation. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH4.jpg|600px|thumb|none|Ursula arrives with perfect timing. Although the launcher is now empty, good trigger disciple is always commendable. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH5.jpg|600px|thumb|none|One Hartmann dives down to help the other, as Erica has suffered a double engine flameout from messing with the Me 262's throttle too much. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH6.jpg|600px|thumb|none|Ursula ditches the empty launcher so she can assist her twin. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
Along with the Bren and Boys, Perrine's hidden armoury also contains a [[PIAT]], with three rounds, which Perrine brings in addition to her Bren. In all appearances where it is loaded, the warhead is drawn too large: the bomb for the PIAT was usually loaded by pushing the head through the ring at the front of the loading tray which was significantly larger than its diameter. In the show, it is show as at best the same diameter and at worst actually smaller than the warhead, as in the first shot below.&lt;br /&gt;
&lt;br /&gt;
The weapon is also shown being used as if it is a shoulder-fired RPG, which is not correct: the proper firing position requires that the padded stock be braced against the user's shoulder. Were a normal person to attempt to fire a PIAT in the position shown, it would probably result in tearing the top of their shoulder open with the trigger group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Piat gun loaded.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:SWovaPIAT1.jpg|600px|thumb|none|Perrine's PIAT makes its combat debut, with a close-up of the first shaped charge firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT2.jpg|600px|thumb|none|A rather badass stitched image of Perrine showing up to rescue Julius, having just fired the PIAT. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT3.jpg|600px|thumb|none|After ditching her Bren and taking cover, Perrine recocks the PIAT's spring by hand, showing off witches' enhanced strength; the PIAT has a draw weight of 90kg / 200lbs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT4.jpg|600px|thumb|none|Loading the second shaped charge into the launcher. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT5.jpg|600px|thumb|none|Perrine gives Julius a reassuring smile as they prepare to make another escape attempt. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT6.jpg|600px|thumb|none|Taking aim at the three-headed Neuroi... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT7.jpg|600px|thumb|none|...and firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT8.jpg|600px|thumb|none|Knocked backward by a beam blast, Perrine loses the PIAT, and can't retrieve it due to her injured leg. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT9.jpg|600px|thumb|none|Julius braves Neuroi fire without any ability to raise a shield, and brings the launcher back to Perrine. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT10.jpg|600px|thumb|none|Perrine recocks the PIAT with her good leg. The PIAT is supposed to recock itself automatically after each shot, but in reality this wasn't always reliable. In addition, firing the weapon in the over-shoulder RPG-firing pose used in the show, with no pressure on the buttplate, would prevent this mechanism from working. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT11.jpg|600px|thumb|none|With Lynette now on the scene, Perrine takes aim at the top of the water tower the Neuroi is hiding in. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT12.jpg|600px|thumb|none|The last shaped charge is fired, blowing a hole in the top of the building large enough for Lynette to hit the water pipe with her Boys. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Autocannons=&lt;br /&gt;
==MG 151==&lt;br /&gt;
Night witch Heidemarie Schnaufer uses an [[MG 151 cannon|MG 151]] cannon as her weapon of choice; she is only seen using a training MG 151 in ''Operation Victory Arrow''. Similar to the other large cannons wielded by witches, the MG 151 has been modified with a top-mounted vertical pistol grip, a horizontal grip for the off-hand, and a detachable drum magazine; the weapon is otherwise essentially unmodified.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg15120.jpg|thumb|none|400px|MG 151 - 20x82mm]]&lt;br /&gt;
[[File:SWovaMG1511.jpg|thumb|none|600px|Heidemarie races along the river in pursuit of Minna, giving a fairly clear look at the top of her MG 151. The two added grips and detachable drum magazine (left-feed) are all visible here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1512.jpg|thumb|none|600px|As Heidemarie zooms past Erica and Gertrud, the distinctive sight assembly of the MG 151 can be made out here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1513.jpg|thumb|none|600px|Heidemarie exchanges fire with Minna, in a high speed chase. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1514.jpg|thumb|none|600px|Aiming the cannon... (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1515.jpg|thumb|none|600px|...and firing. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1516.jpg|thumb|none|600px|Some residual muzzle flash, as well as a fantastic look at Heidemarie's Bf 110 G-4 striker. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==MK 214==&lt;br /&gt;
A MK 214 cannon was brought by Ursula to St. Trond for testing, alongside a refined version of the Me 262 Schwalbe jet striker. This massive cannon fires the same 50x419mmR rounds as the BK 5 that appeared in ''Strike Witches 2'', and though visually they are very similar, they are not the same weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaMK2141.jpg|thumb|none|600px|Ursula introduces the BK 214, referring to it by name. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2142.jpg|thumb|none|600px|As Gertrud readies for take off, Ursula lists two pieces of advice that also apply to the real Me 262: Do not adjust the throttle until airborne, and to prevent the engines from stalling, do not rapidly accelerate or decelerate. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2143.jpg|thumb|none|600px|As Gertrud tests the striker and the cannon, Erica comments about how long it takes to accelerate and to climb, and how it has a poor turn radius, while Ursula points out that it has a very high max speed and can carry significant firepower. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2144.jpg|thumb|none|600px|Shaken by Minna's scream over comms, Erica takes the 262 and 50mm cannon and makes a rather dramatic entrance. Look at that goddamn muzzle blast. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2145.jpg|thumb|none|600px|Despite being loaded with non-explosive AP shells, the sheer power of the cannon causes several small types around the one directly hit to also shatter. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2146.jpg|thumb|none|600px|Having never flown a jet striker before, and evidently not having paid attention to Ursula's briefing, Erica causes both engines to suffer compressor stalls by adjusting the throttle too rapidly. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2147.jpg|thumb|none|600px|Twin sister to the rescue! This also gives a good sense of how massive the MK 214 is. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2148.jpg|thumb|none|600px|Ursula has Erica practice breathing exercises as she tries to coax her into restarting the Me 262's engines. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2149.jpg|thumb|none|600px|The Hartmann twins speed towards Minna. Ursula is using an He 162 Spatz jet striker. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21410.jpg|thumb|none|600px|Erica and Ursula make yet another perfectly-timed entrance, obliterating the last four small-types with a single shot. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21411.jpg|thumb|none|600px|Minna tracks the main Neuroi inside the cloud with her spatial awareness ability, and provides precise targeting for Erica to fire into the cloud. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21412.jpg|thumb|none|600px|Most of its &amp;quot;wing&amp;quot; blown off by the previous shot, the Neuroi leaves the cloud and tries to escape, but it doesn't stand a chance. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
=506th Joint Fighter Wing, Noble Witches cameo=&lt;br /&gt;
Four members of the Noble Witches appear in the smallest of cameos, as simple silhouettes flying far overhead. Given the composition of the 506th, this is certainly A-unit, stationed in Sedan, comprising of Heinrike Prinzessin zu Sayn-Wittgenstein (MG 151), Adriana Visconti (MG 42, or a ''pair'' of Fliegerhammers), Kunika Kuroda (MG 42), and Isabelle du Monceau de Bergendal (Boys). These four, plus Noble Witches commanding officer Rosalie de Hemricourt de Grunne, all make ''proper'' cameos in ''Strike Witches: The Movie''.&lt;br /&gt;
&lt;br /&gt;
[[File:SWova506th.jpg|thumb|none|600px|Four contrails soar over the Gallian countryside. Formed after the liberation of Gallia in September, 1944 to protect Gallia, the brass had originally wanted Perrine to command the 506th, however she turned down the offer, preferring to focus on rebuilding Gallia. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle-Mounted &amp;amp; Stationary Weapons=&lt;br /&gt;
==Breda-SAFAT 12.7mm machine gun==&lt;br /&gt;
A pair of Piaggio P.108B bombers are seen having attempted to take out the Neuroi on Delos in Edytha Neumann's briefing, however both were destroyed. The P.108B is armed with a total of six [[Breda-SAFAT machine gun|Breda-SAFAT machine guns]] chambered in 12.7mm, with one nose gunner, one ventral gunner, and a twin turret in each outboard engine nacelle, controlled remotely.&lt;br /&gt;
&lt;br /&gt;
[[File:12.7mmBreda-SAFAT.jpg|thumb|none|400px|Breda-SAFAT machine gun - 12.7x81mmSR]]&lt;br /&gt;
[[File:SWovaBreda-SAFAT.jpg|thumb|none|600px|Only the ventral turret of each P.108 is visible from this angle, and the turrets are currently retracted. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
Having aged out of her magic, Mio Sakamoto is seen flying an A6M3 Reisen in the opening credits. The Zero is armed with a pair of [[Vickers#Type 97 Aircraft Machine Gun|Type 97 aircraft machine guns]] in the engine cowling, as well as a pair of Type 99 cannons in the wings.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:SWovaT971.jpg|thumb|none|600px|Mio fires her Type 97 MGs at the Neuroi. (OP)]]&lt;br /&gt;
[[File:SWovaT972.jpg|thumb|none|600px|Mio pulls away after the run, Neuroi shards sent flying. The muzzle of one of the Type 97s can be seen just behind the black cowling. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
In addition to its Type 97 MGs, the A6M is armed with a [[type 99 cannon|Type 99]] cannon in each wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:SWovaT973.jpg|thumb|none|600px|The muzzle ports for the Type 99s ''should'' be visible here, in the larger square panels along the leading edge; it seems they weren't modelled, though they'd only be visible for a couple frames. The Type 97s are, however, very visible here. (OP)]]&lt;br /&gt;
[[File:SWovaT974.jpg|thumb|none|600px|Mio in the cockpit of her A6M3, the same model she used to fly in striker form. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
A Tiger I is seen in the opening credits, and while they're not visible from the rear, it would be armed with a pair of [[MG34|MG 34 Panzerlauf]] variants, one in the coaxial mount, one hull-mounted, as well as its 8.8cm KwK 36 main cannon. This Tiger is actually an early-production H1 variant, specifically Tiger 100, complete with &amp;quot;100&amp;quot; and white elephant markings. In reality, Tiger 100 was captured intact by the Russians late in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG 34 Panzerlauf with stock fitted - 7.92mm Mauser]]&lt;br /&gt;
[[File:SWovaMG34V.jpg|thumb|none|600px|The difference between early-production H1s and the more iconic later version was the pair of storage boxes on the sides of the turret (as opposed to one in the rear), and the lack of any armoured side skirts. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
A trio of the iconic &amp;quot;eighty-eights&amp;quot; are seen somewhere in (presumably) Karlsland in the opening credits.&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[File:SWova88.jpg|thumb|none|600px|Gertrud, Erica, and Minna at a base defended by a few FlaK guns. Note the two-piece barrels. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
St. Trond airbase is heavily defended by large AA batteries which appear to be oversized twin-mounted [[Bofors 40mm|Bofors]] guns.&lt;br /&gt;
&lt;br /&gt;
[[File:BoforsTwin.jpg|thumb|none|400px|Bofors 40mm L/60 twin mounting - 40x311mmR]]&lt;br /&gt;
[[File:SWovaB1.jpg|thumb|none|600px|The castle-style main part of the base features a twin AA gun on each turret, as well as two more along the front wall; the opposite side presumably has another two, making for a total of twelve twin cannons. (Ep.1)]]&lt;br /&gt;
[[File:SWovaB2.jpg|thumb|none|600px|A closer shot of some of the cannons, as Gertrud and Minna sortie. The distinctive barrels of the Bofors are visible here, albeit significantly larger. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==2cm Flakvierling 38==&lt;br /&gt;
The Brave Witches' small frontline base near Petersburg is defended by three [[2cm FlaK 38#Flakvierling 38|Flakvierling 38]] quad-cannons. As ''[[Brave Witches]]'' is set before ''Strike Witches 2'', this scene takes place much later than the events of ''Brave Witches''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[File:SWovaFV.jpg|thumb|none|600px|Three Flakvierling 38s sit at the perimeter of the outpost, as Aleksandra Pokryshkin, Nikka Katajainen, Sanya, and Eila play cards on the deck. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Naval Weapons==&lt;br /&gt;
Assorted AA guns and cannons are seen on military ships and armed merchantmen.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaN1.jpg|thumb|none|600px|Left to right: an ''Iowa''-class battleship, ''Bismarck'', IJN ''Yamato'', and two ''King George V''-class battleships. (OP)]]&lt;br /&gt;
[[File:SWovaN2.jpg|thumb|none|600px|(OP)]]&lt;br /&gt;
[[File:SWovaN3.jpg|thumb|none|600px|With Mio having lost her magic, so to did her personally forged katana, Reppumaru, which is now simply an ordinary sword. (OP)]]&lt;br /&gt;
[[File:SWovaN4.jpg|thumb|none|600px|A variety of weapons are visible in an overhead shot of a Liberty Ship: these typically carried a five-inch gun astern, two 3-inch guns, and a number of [[Oerlikon 20mm Cannon]]s. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN5.jpg|thumb|none|600px|Sinking of what appears to be an Italian ''Navigatori''-class destroyer. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN6.jpg|thumb|none|600px|A shot of the bow gun tub containing one of the 20mm Oerlikons with two more visible back from it. The Liberty Ship is here identified as ''Peter Skene Ogden'', a vessel named for a Canadian explorer and fur trader. The real ship was torpedoed off Algeria in February 1944 by the submarine U-969 along with her sister ''George Cleeve'', both beaching but being declared total losses and scrapped. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN7.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN8.jpg|thumb|none|600px|A ''Navigatori''-class destroyer fires its 4.7-inch bow gun, with the ''Littorio''-class battleship ''Roma'' in the foreground. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN10.jpg|thumb|none|600px|A bow view of a Liberty Ship. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
{{Strike Witches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279405</id>
		<title>Strike Witches: Operation Victory Arrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279405"/>
		<updated>2019-06-18T09:53:15Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* PIAT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Strike-Witches-OVA.jpg|thumb|right|300px|''Strike Witches: Operation Victory Arrow'' (2014-2015)]]&lt;br /&gt;
&lt;br /&gt;
In July of 1945, the 501st Joint Fighter Wing and allied naval fleet destroyed the Neuroi hive over Venezia, liberating the country (the climatic events of ''[[Strike Witches 2]]''). After this victory the 501st JFW was disbanded. Most Strike Witches members were reassigned to fronts in or around their homelands, while Yoshika Miyafuji has entirely retired from service due to draining her magic reserves in order to destroy the hive over Venezia, and is now living a quiet, ordinary civilian life; Mio Sakamoto remains in IFN service, though as she's aged out of her magic abilities, Mio is no longer a witch.&lt;br /&gt;
&lt;br /&gt;
''Operation Victory Arrow'' primarily follows three groups of Strike Witches members across its three episodes. ''St. Trond's Thunder'' is set half a month after the end of ''Strike Witches 2'', with Minna-Dietlinde Wilcke, Gertrud Barkhorn, and Erica Hartmann, along with night witch Heidemarie W. Schnaufer stationed at St. Trond airbase in the Kingdom of Belgica; they're also joined by Erica's twin sister, the genius engineer Ursula Hartmann. ''Goddess of the Aegean Sea'' involves the continued adventures of Francesca Lucchini and Charlotte Yeager, joined by Hanna-Justina Marseille and Raisa Pöttgen, as they attempt to take out a stubborn Neuroi that's hiding ''inside'' the island of Delos, and save the ancient Greek ruins on the island; the commander of all witch forces in Africa, Edytha Neumann, as well as Erwin Rommel himself also appear. ''Arnhem Bridge'' follows Pierrette-Henriette Clostermann and Lynette Bishop, along with Amelie Planchard as they continue to aid in rebuilding Gallia after its liberation in September, 1944 [[Strike Witches|at the end of the first season]]; the story primarily revolves around the orphaned Dutch children Julius and Rose, who Perrine takes into her care.&lt;br /&gt;
&lt;br /&gt;
Additionally, each episode features a short post-credits scene of Yoshika receiving or sending a letter to the witches featured in that episode. The last episode also features a post-credits cameo of Eila Juutilainen and Aleksandra Litvyak visiting the Brave Witches' frontline base, as well as Mio Sakamoto working on a certain pet project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chronologically, ''Operation Victory Arrow'' takes place after ''[[Strike Witches 2]]'', and is followed by ''[[Strike Witches: The Movie]]'', which was released before ''OVA'', in 2012.&lt;br /&gt;
&lt;br /&gt;
For more in-depth explanations of the lore and setting of the ''World Witches'' universe, [[Strike Witches|see the first season's page.]]&lt;br /&gt;
&lt;br /&gt;
'''''Warning: Some descriptions and images are spoilers for the series, read at your own risk.'''''&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Gendarmerie Sidearm==&lt;br /&gt;
A member of the Gendarmerie Nationale in Pas-de-Calais chases after Julius, an orphaned refugee from the Netherlands who stole some cold medicine for his little sister Rose. Given the variety of possible sidearms available at the time, it's impossible to say for sure what's in his holster.&lt;br /&gt;
&lt;br /&gt;
[[Image:SWovaG1.jpg|600px|thumb|none|The gendarme chases Julius around the dockyard. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaG2.jpg|600px|thumb|none|Running into Lynette, he gives her a salute and explains the situation. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
In a flashback to the beginning of the Neuroi invasion, a group of Dutch civilians attempt to hold back the Neuroi on a bridge at Arnhem, Netherlands, armed with nothing but [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|double barrel shotguns]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|400px|Browning 5.25 O/U - 12 gauge]]&lt;br /&gt;
[[Image:SWovaOU1.jpg|600px|thumb|none|The civilians attempting to hold the line long enough to evacuate their children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU2.jpg|600px|thumb|none|A much younger Julius talking to his father, as a tiny Rose lies beside him in the truck. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU3.jpg|600px|thumb|none|Julius's dad tells him not to worry, saying the witches will show up soon and drive the Neuroi back. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU4.jpg|600px|thumb|none|The truck prepares to leave, as the defenders wait for the inevitable assault. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU5.jpg|600px|thumb|none|A father waves goodbye to his children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU6.jpg|600px|thumb|none|But the witches never did show up in time... (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==StG 44 with Krummlauf==&lt;br /&gt;
Ursula Hartmann arrives at the St. Trond base with loads of gifts and equipment to test, among them is an [[Sturmgewehr 44|StG 44]] fitted with a Krummlauf (curved barrel) attachment. A witch needing to shoot around corners ''in the sky'' seems rather questionable, but that's also the point of this scene, with a bunch of Ursula's fancy tech being various levels of silly. All of them are based on or inspired by real world experimental German tech, and are included in this same entry.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|StG 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:SWovaStG441.jpg|600px|thumb|none|Erica looking rather confused at her sister's StG 44. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG442.jpg|600px|thumb|none|Next up is a miniaturized version of the Ru 344 X-4 wire-guided air-to-air missile. Despite Erica's reaction, this is would definitely have potential, as it did in reality. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG443.jpg|600px|thumb|none|A flying flamethrower sure seems odd (though they were combat tested in reality on He 111s, Ju 88s, and Do 17s), but as Neuroi are made of a ceramic-like material that is hard but brittle, and thus susceptible to rapid temperature changes, a flamethrower might actually be useful. ''Maybe.'' (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG444.jpg|600px|thumb|none|A sonic cannon, complete with cork earplugs; very Luft '46. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG445.jpg|600px|thumb|none|Of course, what Ursula actually came to test (again) is the Me 262 jet striker, its blueprints seen here. Note that everything is written in German; native languages seen in written form is consistently used in the series, which makes sense as the characters are only speaking Japanese ''for the audience'', but in-universe they (in this case) would all be speaking German. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG446.jpg|600px|thumb|none|Ursula tests the X-4 missile in official artwork; note her Fw 190 A-8 striker. (Art)]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Boys Mk I*==&lt;br /&gt;
Lynette Bishop continues to use a [[Boys anti-tank rifle|Boys Mk I*]] as her signature weapon, though in an ironic twist in terms of nationality, in ''Arnhem Bridge'' she uses one borrowed from Perrine.&lt;br /&gt;
&lt;br /&gt;
[[File:BoysRifle.55.jpg|thumb|none|400px|Boys Mk I* - .55 Boys (13.9x99mm B)]]&lt;br /&gt;
[[Image:SWovaBoys1.jpg|600px|thumb|none|Cover artwork for ''Arnhem Bridge''. (Art)]]&lt;br /&gt;
[[Image:SWovaBoys2.jpg|600px|thumb|none|Every good mansion has a hidden armoury opened with a tilting book, after all. Perrine even keeps a Boys rifle handy, due to how much Lynette is around. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys3.jpg|600px|thumb|none|The cavalry has arrived! (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys4.jpg|600px|thumb|none|The three-headed Neuroi takes cover in a water tower. The large hole in the bridge was from when it broke through minutes earlier, however that crater to the right of the tower was already there, and is exactly where Julius's father and the other civilians were defending the bridge... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys5.jpg|600px|thumb|none|Lynette notes she can't hit the Neuroi accurately when it's hiding in the tower. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys6.jpg|600px|thumb|none|The entrenched Neuroi opens fire, forcing Lynette to block. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys7.jpg|600px|thumb|none|Lynette fires off a few shots with her Boys while evading beams, and scores a hit on one of its legs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys8.jpg|600px|thumb|none|However, as always the leg simply regenerates. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys9.jpg|600px|thumb|none|After Perrine blows off part of the tower with the PIAT, Lynette takes aim... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys10.jpg|600px|thumb|none|...and fires a massive 13.9mm bullet right through the main water pipe, dousing the Neuroi with water. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys11.jpg|600px|thumb|none|After Perrine electrocutes the Neuroi with her ''Tonnerre'' lightning, Lynette fires another shot to destroy the core. Beautiful teamwork. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys12.jpg|600px|thumb|none|A happy Lynette holds her rifle as she watches Perrine and Julius celebrate, in their own way. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S-18/1000==&lt;br /&gt;
The Pantaloni Rossi trio from the 504th JFW make a cameo in a slideshow briefing by Group Captain Edytha Neumann about the Neuroi on Delos; the Ardor Witches are seen attempting to attack it directly, with no success. As with ''Strike Witches 2'', Luciana Mazzei's [[Solothurn S-18 20mm Anti-Tank Rifle|Solothurn S-18/1000]] is instead depicted as a Boys rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solothurn.jpg|thumb|none|400px|Solothurn S-18/1000 - 20x138mmB]]&lt;br /&gt;
[[Image:SWovaS181.jpg|600px|thumb|none|Luciana fires her not-Solothurn, as Martina Crespi and Fernandia Malvezzi fire their MG 42s. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaS182.jpg|600px|thumb|none|Another angle of the trio, showing part of the island. For official artwork of Luciana's proper S-18/1000, [[Strike Witches 2#Solothurn S-18/1000| see the second season's page.]] (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk 1 (M)==&lt;br /&gt;
While Pierrette-Henriette Clostermann doesn't regularly carry around her [[Bren Gun|Bren Mk 1 (M)]] at this point, due to being well behind the lines aiding in rebuilding Gallia, her butler Jean-Paul had a hidden weapon locker installed in the Clostermann residence in case of emergency.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bren gun.JPG|thumb|none|400px|Bren Mk 1 (M) - .303 British]]&lt;br /&gt;
[[Image:SWovaBren1.jpg|600px|thumb|none|Promo poster for ''Arnhem Bridge''. Note Amelie using a Bren here; though she's not seen in combat in the episode, Amelie is one of the main characters of the ''One-Winged Witches'' manga, which also features Lynette's sister Wilma. (Art)]]&lt;br /&gt;
[[Image:SWovaBren2.jpg|600px|thumb|none|A stitched image of the bookcase armoury in all its glory. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren3.jpg|600px|thumb|none|Julius and Perrine run from a pack of land-based Neuroi in Arnhem. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren4.jpg|600px|thumb|none|Perrine turns and fires a burst into one of the Neuroi, destroying it. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren5.jpg|600px|thumb|none|The two continue to run through the ruins, more Neuroi in pursuit. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren6.jpg|600px|thumb|none|Caught in between two Neuroi, Perrine grabs Julius and jumps over one of them. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren7.jpg|600px|thumb|none|Having already destroyed the one they were jumping over, Perrine turns her Bren on the next one... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren8.jpg|600px|thumb|none|...destroying both before they hit the ground, complete with heroic landing pose. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren9.jpg|600px|thumb|none|Perrine holds her Bren one-handed as she watches the three-headed &amp;quot;boss&amp;quot; Neuroi wreck her jeep and block off the bridge. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren10.jpg|600px|thumb|none|Unable to do much else, Perrine holds the trigger down. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren11.jpg|600px|thumb|none|Perrine empties her Bren, but it has negligible effect on the behemoth. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren12.jpg|600px|thumb|none|Out of ammo, Perrine discards her Bren and runs the other way, the pair taking cover in a basement. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
Charlotte Yeager continues to use a [[Browning Automatic Rifle|BAR]] as her standard weapon, though she doesn't so much as fire a shot with it in ''Operation Victory Arrow'', opting to use bombs, unconventional methods, and her mastery of mechanical devices instead.&lt;br /&gt;
[[Image:BAR.jpg|thumb|400px|none|Browning M1918A2 - .30-06]]&lt;br /&gt;
[[Image:SWovaBAR1.jpg|600px|thumb|none|Cover artwork for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWovaBAR2.jpg|600px|thumb|none|Charlotte and Francesca prepare to leave the Lucchini family home on Sicily, as Charlotte asks Francesca's mother to mind her bike and luggage while they're gone; Shirley's motorcycle later features prominently in the episode's closing credits. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR3.jpg|600px|thumb|none|BAR strapped to her back, Charlotte asks Francesca why she's so intent of protecting Delos. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR4.jpg|600px|thumb|none|Francesca and Shirley carry a pair of bombs to use against the Delos Neuroi, escorted by Raisa Pöttgen and Hanna-Justina Marseille. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR5.jpg|600px|thumb|none|Charlotte holds up her bomb, showing the special carry device for witches. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR6.jpg|600px|thumb|none|Shirley catches Francesca after she got a little too aggressive. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR7.jpg|600px|thumb|none|A good shot of the M1918A2, as Francesca begs Shirley to try again, despite not having the firepower. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR8.jpg|600px|thumb|none|With no more options in front of them, the quartet are forced to return to base. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR9.jpg|600px|thumb|none|Shirley and Hanna fly over the fleet the next day. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR10.jpg|600px|thumb|none|Holding her BAR, Shirley dodges beams as she tries to reach the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR11.jpg|600px|thumb|none|Charlotte makes her approach to the ship... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR12.jpg|600px|thumb|none|...and drops her BAR on the deck on landing; her planned tool of choice isn't actually a weapon, but the ship's winch. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The Liberion-made [[Browning M1919A6]], modified with a fixed and easily swappable ammo box, remains Francesca Lucchini's weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1919a6.jpg|thumb|none|400px|Browning M1919A6 - .30-06]]&lt;br /&gt;
[[Image:SWova19191.jpg|600px|thumb|none|Promo poster for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWova191922.jpg|600px|thumb|none|The Lucchini vineyard in Sicily, where the pair have been on vacation for a few weeks. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19193.jpg|600px|thumb|none|Browning slung across her back, Francesca bids her mother farewell as she embarks on another adventure. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19194.jpg|600px|thumb|none|Shirley and Francesca check their bombs while waiting for the opportune moment on the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19195.jpg|600px|thumb|none|Francesca holds her M1919A6, shocked that the Neuroi saw the bombs coming and swatted them out of the air with a pair of beam blasts. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19196.jpg|600px|thumb|none|A very determined Francesca presses on harder and harder to get to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19197.jpg|600px|thumb|none|The next day, Raisa and Francesca fly over the fleet, with Francesca using the handle on the ammo box as a grip, as usual. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19198.jpg|600px|thumb|none|Francesca drops in with a shield to protect Shirley and her winch cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19199.jpg|600px|thumb|none|A great side shot of the M1919A6, as Francesca zooms along ahead of Charlotte, leading her safely to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191910.jpg|600px|thumb|none|Once the Neuroi realizes it's caught in the mechanical noose, it tries to attack the cable, leaving the witches to defend it with shields. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191911.jpg|600px|thumb|none|Francesca and Raisa harass the sea-serpent-looking Neuroi with fire, as Shirley and Hanna drag it out. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191912.jpg|600px|thumb|none|A wonderful stitched shot of Raisa and Francesca, as the Neuroi is finally pulled from its cave. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The Africa-based witches Hanna-Justina Marseille and Raisa Pöttgen of the 31st JFS, as well as Edytha Neumann, commanding officer of all witches in the African theatre, all use the [[MG34|MG 34]] as their weapon of choice, as opposed to the MG 42 preferred by Karlsland witches in Europe.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg-34man-portable.jpg|thumb|none|400px|MG 34 - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG341.jpg|600px|thumb|none|Hanna-Justina lays down fire on the Neuroi to keep it occupied while Charlotte prepares the winch. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG342.jpg|600px|thumb|none|Hanna fires her MG 34 inverted, while dodging more beams. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG343.jpg|600px|thumb|none|Hanna discovers her MG 34 is quite good at damaging the Neuroi's headdress-looking fins, severely weakening its ability to shoot beams (until it regenerates). (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG344.jpg|600px|thumb|none|On Rommel's orders, Raisa and Francesca move up to assist. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG345.jpg|600px|thumb|none|The two Strike Witches and two Storm Witches move in on the Neuroi, showing some great detail on Hanna's MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG346.jpg|600px|thumb|none|Hanna takes aim with her MG 34, fires a few short, controlled bursts, and ''utterly demolishes'' the Neuroi's laser fins. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG347.jpg|600px|thumb|none|Raisa dives in to take over shield duty from Francesca. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG348.jpg|600px|thumb|none|Tina (as Raisa calls her) showing good trigger discipline as a new ally enters the battle... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG349.jpg|600px|thumb|none|...Erwin Rommel himself, flying his personal Fi 156 Storch, escorted by Edytha Neumann and her MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3410.jpg|600px|thumb|none|Hanna and Raisa watch as Rommel jump-starts the winch generator with a pair of jumper cables attached to his Fi 156. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3411.jpg|600px|thumb|none|With the Neuroi fighting fiercely against the winch, Hanna's MG 34 joins Shirley's BAR on the deck as the pair of them move to pull the cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3412.jpg|600px|thumb|none|The Neuroi now extracted from its den, Edytha orders the fleet to open fire. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The witch-version [[MG42|MG 42]], modified to use Patronentrommel 34 drums, continues to be used by all the usual witches, such as the Karlsland trio, Eila Juutilainen, and some of the Ardor Witches.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG 42 - 7.92mm Mauser]]&lt;br /&gt;
[[File:MG34 Patronentrommel34.jpg|thumb|none|400px|MG 34 with Patronentrommel 34 for reference - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG421.jpg|600px|thumb|none|Cover artwork for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG422.jpg|600px|thumb|none|Promo poster for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG423.jpg|600px|thumb|none|Eila Juutilainen effortlessly dodging beams in the opening credits; Eila is not otherwise seen in combat in ''Operation Victory Arrow''. (OP)]]&lt;br /&gt;
[[Image:SWovaMG424.jpg|600px|thumb|none|Erica Hartmann fires a training MG 42 in the skies over Belgica. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4255.jpg|600px|thumb|none|Gertrud Barkhorn returns fire with her own pair of training MG 42s. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG426.jpg|600px|thumb|none|Erica's MG 42, uniform, and Bf 109 K-4 striker sit by a river as she takes a break. Note the distinctive Hartmann black tulip paint scheme. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG427.jpg|600px|thumb|none|Flying fast and low, Minna-Dietlinde Wilcke trades fire with Heidemarie Schnaufer. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG428.jpg|600px|thumb|none|With the base's Neuroi alarm sounding, Gertrud and Minna take off to investigate. Erica is currently grounded due to her striker being broken, as a result of the failed test of Ursula's Bf 109 Zwei Link paired striker; it was entirely Erica's fault. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG429.jpg|600px|thumb|none|As the Neuroi emerges, Gertrud opens fire; the ''dirndl'' was a gift from Ursula, and Trude was unlucky enough to be trying it on when the scramble alarm sounded. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4210.jpg|600px|thumb|none|Minna hipfires at the Neuroi, discovering its armour is too strong for bullets at that range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG42111.jpg|600px|thumb|none|Trude and Minna play defensively as they brainstorm how to deal with the troublesome Neuroi. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4212.jpg|600px|thumb|none|Minna's MG 42 dumps brass as she harasses it from range, causing it to retreat back into the cloud. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4213.jpg|600px|thumb|none|Gertrud suggests they return to base and retrieve the MK 214 cannon and Me 262, as it would be effective at such a range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4214.jpg|600px|thumb|none|Minna stays to keep the Neuroi occupied, but a powerful blast hit hits her shield hard, and her chilling scream knocks some sense into Erica, who's been sulking back at base, listening to the battle on comms. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4215.jpg|600px|thumb|none|Gertrud makes a run for St. Trond, asking the base to ready the jet striker and cannon, and to load the latter with armour-piercing shells. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4216.jpg|600px|thumb|none|Dropping back to distract the small-types, Gertrud does a slo-mo flip over one and blasts it to bits. They may be &amp;quot;small-types&amp;quot;, but Trude being within an arm's reach of one shows it's still pretty darn big. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4217.jpg|600px|thumb|none|Alone and almost out of ammo, Minna empties her MG 42 into the group of small-types bearing down on her. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4218.jpg|600px|thumb|none|Fernandia Malvezzi with her MG 42, in Edytha Neumann's briefing. The Romagna trio appearing like this makes the MG 42 the only weapon to show up in more than one episode of ''Operation Victory Arrow''. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99-2 Model 2 Kai==&lt;br /&gt;
The iconic ''World Witches'' version of the [[Type 99 cannon|Type 99]] cannon only gets a cameo in ''Operation Victory Arrow'', prominently held by Yoshika Miyafuji in the opening credits. With Yoshika having drained her magic, and Mio having aged out, there aren't any Fuso witches that appear who are capable of using it, at present. For the rather lengthy technical explanation of the witches' Type 99-2 Model 2 Kai variant, [[Strike Witches#Type 99-2 Model 2 Kai|see its first season entry]].&lt;br /&gt;
&lt;br /&gt;
[[image:Type_99-1.jpg|thumb|none|400px|Type 99 Mark 1 in pintle mount configuration - 20x72mm RB]]&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:SWovaT991.jpg|600px|thumb|none|A fairly close shot of the Type 99's receiver. (OP)]]&lt;br /&gt;
[[Image:SWovaT992.jpg|600px|thumb|none|Early-Season-2-era Yoshika flies along the clouds in Mio's old A6M3 striker, recognizable by its blue diagonal fuselage stripe and two horizontal tail stripes. Yoshika's original Season-1-era A6M3, which was sacrificed at the end of ''Strike Witches'', had a yellow vertical fuselage stripe and a clean tail. (OP)]]&lt;br /&gt;
[[Image:SWovaT993.jpg|600px|thumb|none|Yoshika and her Type 99 silhouetted against a cumulonimbus cloud in the distance. (OP)]]&lt;br /&gt;
[[Image:SWovaT994.jpg|600px|thumb|none|Late-Season-2-era Yoshika zooms up from the cliffs when she's properly introduced in the credits, Type 99 in hand. (OP)]]&lt;br /&gt;
[[Image:SWovaT995.jpg|600px|thumb|none|The J7W1 Shinden's canards have been turned into vertical stabilizers in striker form, which makes a certain amount of sense; improved directional stability is preferable, as that's presumably a striker's weakest axis. Horizontal surfaces that far back may also hamper a witch's ability to manoeuvre, as witches primarily pitch with their legs. Strikers do in fact have functional ailerons for roll. (OP)]]&lt;br /&gt;
[[Image:SWovaT996.jpg|600px|thumb|none|Another good shot of the Type 99 as Yoshika climbs to rejoin the Strike Witches. (OP)]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Fliegerhammer==&lt;br /&gt;
In ''St. Trond's Thunder'', Ursula Hartmann uses the rocket launcher she herself designed, the nine-barrel Fliegerhammer; Aleksandra Litvyak is also seen with one in the opening credits. The Fliegerhammer was inspired by (both in-universe and out) the [[Luftfaust|Fliegerfaust]], while its boxy shape is reminiscent of the [[M202 FLASH]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|''Replica'' Fliegerfaust B with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:SWovaFH1.jpg|600px|thumb|none|Sanya aims her Fliegerhammer in the opening credits. (OP)]]&lt;br /&gt;
[[Image:SWovaFH2.jpg|600px|thumb|none|Consistent with its previous depictions, the launch order is (shooter's perspective) top row to bottom row, right to left. This is very sensible, as this order ensures the Fliegerfaust's centre of gravity is always as low and as close to the shooter as possible. (OP)]]&lt;br /&gt;
[[Image:SWovaFH3.jpg|600px|thumb|none|A barrage of nine rockets bails Erica out of a sticky situation. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH4.jpg|600px|thumb|none|Ursula arrives with perfect timing. Although the launcher is now empty, good trigger disciple is always commendable. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH5.jpg|600px|thumb|none|One Hartmann dives down to help the other, as Erica has suffered a double engine flameout from messing with the Me 262's throttle too much. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH6.jpg|600px|thumb|none|Ursula ditches the empty launcher so she can assist her twin. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
Along with the Bren and Boys, Perrine's hidden armoury also contains a [[PIAT]], with three rounds, which Perrine brings in addition to her Bren. In all appearances where it is loaded, the warhead is drawn too large: the bomb for the PIAT was usually loaded by pushing the head through the ring at the front of the loading tray which was significantly larger than its diameter. In the show, it is show as at best the same diameter and at worst actually smaller than the warhead, as in the first shot below.&lt;br /&gt;
&lt;br /&gt;
[[Image:Piat gun loaded.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:SWovaPIAT1.jpg|600px|thumb|none|Perrine's PIAT makes its combat debut, with a close-up of the first shaped charge firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT2.jpg|600px|thumb|none|A rather badass stitched image of Perrine showing up to rescue Julius, having just fired the PIAT. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT3.jpg|600px|thumb|none|After ditching her Bren and taking cover, Perrine recocks the PIAT's spring by hand, showing off witches' enhanced strength; the PIAT has a draw weight of 90kg / 200lbs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT4.jpg|600px|thumb|none|Loading the second shaped charge into the launcher. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT5.jpg|600px|thumb|none|Perrine gives Julius a reassuring smile as they prepare to make another escape attempt. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT6.jpg|600px|thumb|none|Taking aim at the three-headed Neuroi... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT7.jpg|600px|thumb|none|...and firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT8.jpg|600px|thumb|none|Knocked backward by a beam blast, Perrine loses the PIAT, and can't retrieve it due to her injured leg. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT9.jpg|600px|thumb|none|Julius braves Neuroi fire without any ability to raise a shield, and brings the launcher back to Perrine. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT10.jpg|600px|thumb|none|Perrine recocks the PIAT with her good leg. The PIAT is supposed to recock itself automatically after each shot, but in reality this wasn't always reliable. In addition, firing the weapon in the over-shoulder RPG-firing pose used in the show, with no pressure on the buttplate, would prevent this mechanism from working. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT11.jpg|600px|thumb|none|With Lynette now on the scene, Perrine takes aim at the top of the water tower the Neuroi is hiding in. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT12.jpg|600px|thumb|none|The last shaped charge is fired, blowing a hole in the top of the building large enough for Lynette to hit the water pipe with her Boys. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Autocannons=&lt;br /&gt;
==MG 151==&lt;br /&gt;
Night witch Heidemarie Schnaufer uses an [[MG 151 cannon|MG 151]] cannon as her weapon of choice; she is only seen using a training MG 151 in ''Operation Victory Arrow''. Similar to the other large cannons wielded by witches, the MG 151 has been modified with a top-mounted vertical pistol grip, a horizontal grip for the off-hand, and a detachable drum magazine; the weapon is otherwise essentially unmodified.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg15120.jpg|thumb|none|400px|MG 151 - 20x82mm]]&lt;br /&gt;
[[File:SWovaMG1511.jpg|thumb|none|600px|Heidemarie races along the river in pursuit of Minna, giving a fairly clear look at the top of her MG 151. The two added grips and detachable drum magazine (left-feed) are all visible here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1512.jpg|thumb|none|600px|As Heidemarie zooms past Erica and Gertrud, the distinctive sight assembly of the MG 151 can be made out here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1513.jpg|thumb|none|600px|Heidemarie exchanges fire with Minna, in a high speed chase. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1514.jpg|thumb|none|600px|Aiming the cannon... (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1515.jpg|thumb|none|600px|...and firing. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1516.jpg|thumb|none|600px|Some residual muzzle flash, as well as a fantastic look at Heidemarie's Bf 110 G-4 striker. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==MK 214==&lt;br /&gt;
A MK 214 cannon was brought by Ursula to St. Trond for testing, alongside a refined version of the Me 262 Schwalbe jet striker. This massive cannon fires the same 50x419mmR rounds as the BK 5 that appeared in ''Strike Witches 2'', and though visually they are very similar, they are not the same weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaMK2141.jpg|thumb|none|600px|Ursula introduces the BK 214, referring to it by name. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2142.jpg|thumb|none|600px|As Gertrud readies for take off, Ursula lists two pieces of advice that also apply to the real Me 262: Do not adjust the throttle until airborne, and to prevent the engines from stalling, do not rapidly accelerate or decelerate. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2143.jpg|thumb|none|600px|As Gertrud tests the striker and the cannon, Erica comments about how long it takes to accelerate and to climb, and how it has a poor turn radius, while Ursula points out that it has a very high max speed and can carry significant firepower. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2144.jpg|thumb|none|600px|Shaken by Minna's scream over comms, Erica takes the 262 and 50mm cannon and makes a rather dramatic entrance. Look at that goddamn muzzle blast. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2145.jpg|thumb|none|600px|Despite being loaded with non-explosive AP shells, the sheer power of the cannon causes several small types around the one directly hit to also shatter. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2146.jpg|thumb|none|600px|Having never flown a jet striker before, and evidently not having paid attention to Ursula's briefing, Erica causes both engines to suffer compressor stalls by adjusting the throttle too rapidly. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2147.jpg|thumb|none|600px|Twin sister to the rescue! This also gives a good sense of how massive the MK 214 is. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2148.jpg|thumb|none|600px|Ursula has Erica practice breathing exercises as she tries to coax her into restarting the Me 262's engines. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2149.jpg|thumb|none|600px|The Hartmann twins speed towards Minna. Ursula is using an He 162 Spatz jet striker. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21410.jpg|thumb|none|600px|Erica and Ursula make yet another perfectly-timed entrance, obliterating the last four small-types with a single shot. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21411.jpg|thumb|none|600px|Minna tracks the main Neuroi inside the cloud with her spatial awareness ability, and provides precise targeting for Erica to fire into the cloud. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21412.jpg|thumb|none|600px|Most of its &amp;quot;wing&amp;quot; blown off by the previous shot, the Neuroi leaves the cloud and tries to escape, but it doesn't stand a chance. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
=506th Joint Fighter Wing, Noble Witches cameo=&lt;br /&gt;
Four members of the Noble Witches appear in the smallest of cameos, as simple silhouettes flying far overhead. Given the composition of the 506th, this is certainly A-unit, stationed in Sedan, comprising of Heinrike Prinzessin zu Sayn-Wittgenstein (MG 151), Adriana Visconti (MG 42, or a ''pair'' of Fliegerhammers), Kunika Kuroda (MG 42), and Isabelle du Monceau de Bergendal (Boys). These four, plus Noble Witches commanding officer Rosalie de Hemricourt de Grunne, all make ''proper'' cameos in ''Strike Witches: The Movie''.&lt;br /&gt;
&lt;br /&gt;
[[File:SWova506th.jpg|thumb|none|600px|Four contrails soar over the Gallian countryside. Formed after the liberation of Gallia in September, 1944 to protect Gallia, the brass had originally wanted Perrine to command the 506th, however she turned down the offer, preferring to focus on rebuilding Gallia. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle-Mounted &amp;amp; Stationary Weapons=&lt;br /&gt;
==Breda-SAFAT 12.7mm machine gun==&lt;br /&gt;
A pair of Piaggio P.108B bombers are seen having attempted to take out the Neuroi on Delos in Edytha Neumann's briefing, however both were destroyed. The P.108B is armed with a total of six [[Breda-SAFAT machine gun|Breda-SAFAT machine guns]] chambered in 12.7mm, with one nose gunner, one ventral gunner, and a twin turret in each outboard engine nacelle, controlled remotely.&lt;br /&gt;
&lt;br /&gt;
[[File:12.7mmBreda-SAFAT.jpg|thumb|none|400px|Breda-SAFAT machine gun - 12.7x81mmSR]]&lt;br /&gt;
[[File:SWovaBreda-SAFAT.jpg|thumb|none|600px|Only the ventral turret of each P.108 is visible from this angle, and the turrets are currently retracted. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
Having aged out of her magic, Mio Sakamoto is seen flying an A6M3 Reisen in the opening credits. The Zero is armed with a pair of [[Vickers#Type 97 Aircraft Machine Gun|Type 97 aircraft machine guns]] in the engine cowling, as well as a pair of Type 99 cannons in the wings.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:SWovaT971.jpg|thumb|none|600px|Mio fires her Type 97 MGs at the Neuroi. (OP)]]&lt;br /&gt;
[[File:SWovaT972.jpg|thumb|none|600px|Mio pulls away after the run, Neuroi shards sent flying. The muzzle of one of the Type 97s can be seen just behind the black cowling. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
In addition to its Type 97 MGs, the A6M is armed with a [[type 99 cannon|Type 99]] cannon in each wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:SWovaT973.jpg|thumb|none|600px|The muzzle ports for the Type 99s ''should'' be visible here, in the larger square panels along the leading edge; it seems they weren't modelled, though they'd only be visible for a couple frames. The Type 97s are, however, very visible here. (OP)]]&lt;br /&gt;
[[File:SWovaT974.jpg|thumb|none|600px|Mio in the cockpit of her A6M3, the same model she used to fly in striker form. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
A Tiger I is seen in the opening credits, and while they're not visible from the rear, it would be armed with a pair of [[MG34|MG 34 Panzerlauf]] variants, one in the coaxial mount, one hull-mounted, as well as its 8.8cm KwK 36 main cannon. This Tiger is actually an early-production H1 variant, specifically Tiger 100, complete with &amp;quot;100&amp;quot; and white elephant markings. In reality, Tiger 100 was captured intact by the Russians late in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG 34 Panzerlauf with stock fitted - 7.92mm Mauser]]&lt;br /&gt;
[[File:SWovaMG34V.jpg|thumb|none|600px|The difference between early-production H1s and the more iconic later version was the pair of storage boxes on the sides of the turret (as opposed to one in the rear), and the lack of any armoured side skirts. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
A trio of the iconic &amp;quot;eighty-eights&amp;quot; are seen somewhere in (presumably) Karlsland in the opening credits.&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[File:SWova88.jpg|thumb|none|600px|Gertrud, Erica, and Minna at a base defended by a few FlaK guns. Note the two-piece barrels. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
St. Trond airbase is heavily defended by large AA batteries which appear to be oversized twin-mounted [[Bofors 40mm|Bofors]] guns.&lt;br /&gt;
&lt;br /&gt;
[[File:BoforsTwin.jpg|thumb|none|400px|Bofors 40mm L/60 twin mounting - 40x311mmR]]&lt;br /&gt;
[[File:SWovaB1.jpg|thumb|none|600px|The castle-style main part of the base features a twin AA gun on each turret, as well as two more along the front wall; the opposite side presumably has another two, making for a total of twelve twin cannons. (Ep.1)]]&lt;br /&gt;
[[File:SWovaB2.jpg|thumb|none|600px|A closer shot of some of the cannons, as Gertrud and Minna sortie. The distinctive barrels of the Bofors are visible here, albeit significantly larger. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==2cm Flakvierling 38==&lt;br /&gt;
The Brave Witches' small frontline base near Petersburg is defended by three [[2cm FlaK 38#Flakvierling 38|Flakvierling 38]] quad-cannons. As ''[[Brave Witches]]'' is set before ''Strike Witches 2'', this scene takes place much later than the events of ''Brave Witches''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[File:SWovaFV.jpg|thumb|none|600px|Three Flakvierling 38s sit at the perimeter of the outpost, as Aleksandra Pokryshkin, Nikka Katajainen, Sanya, and Eila play cards on the deck. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Naval Weapons==&lt;br /&gt;
Assorted AA guns and cannons are seen on military ships and armed merchantmen.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaN1.jpg|thumb|none|600px|Left to right: an ''Iowa''-class battleship, ''Bismarck'', IJN ''Yamato'', and two ''King George V''-class battleships. (OP)]]&lt;br /&gt;
[[File:SWovaN2.jpg|thumb|none|600px|(OP)]]&lt;br /&gt;
[[File:SWovaN3.jpg|thumb|none|600px|With Mio having lost her magic, so to did her personally forged katana, Reppumaru, which is now simply an ordinary sword. (OP)]]&lt;br /&gt;
[[File:SWovaN4.jpg|thumb|none|600px|A variety of weapons are visible in an overhead shot of a Liberty Ship: these typically carried a five-inch gun astern, two 3-inch guns, and a number of [[Oerlikon 20mm Cannon]]s. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN5.jpg|thumb|none|600px|Sinking of what appears to be an Italian ''Navigatori''-class destroyer. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN6.jpg|thumb|none|600px|A shot of the bow gun tub containing one of the 20mm Oerlikons with two more visible back from it. The Liberty Ship is here identified as ''Peter Skene Ogden'', a vessel named for a Canadian explorer and fur trader. The real ship was torpedoed off Algeria in February 1944 by the submarine U-969 along with her sister ''George Cleeve'', both beaching but being declared total losses and scrapped. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN7.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN8.jpg|thumb|none|600px|A ''Navigatori''-class destroyer fires its 4.7-inch bow gun, with the ''Littorio''-class battleship ''Roma'' in the foreground. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN10.jpg|thumb|none|600px|A bow view of a Liberty Ship. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
{{Strike Witches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279403</id>
		<title>Strike Witches: Operation Victory Arrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279403"/>
		<updated>2019-06-18T09:30:17Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* MK 214 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Strike-Witches-OVA.jpg|thumb|right|300px|''Strike Witches: Operation Victory Arrow'' (2014-2015)]]&lt;br /&gt;
&lt;br /&gt;
In July of 1945, the 501st Joint Fighter Wing and allied naval fleet destroyed the Neuroi hive over Venezia, liberating the country (the climatic events of ''[[Strike Witches 2]]''). After this victory the 501st JFW was disbanded. Most Strike Witches members were reassigned to fronts in or around their homelands, while Yoshika Miyafuji has entirely retired from service due to draining her magic reserves in order to destroy the hive over Venezia, and is now living a quiet, ordinary civilian life; Mio Sakamoto remains in IFN service, though as she's aged out of her magic abilities, Mio is no longer a witch.&lt;br /&gt;
&lt;br /&gt;
''Operation Victory Arrow'' primarily follows three groups of Strike Witches members across its three episodes. ''St. Trond's Thunder'' is set half a month after the end of ''Strike Witches 2'', with Minna-Dietlinde Wilcke, Gertrud Barkhorn, and Erica Hartmann, along with night witch Heidemarie W. Schnaufer stationed at St. Trond airbase in the Kingdom of Belgica; they're also joined by Erica's twin sister, the genius engineer Ursula Hartmann. ''Goddess of the Aegean Sea'' involves the continued adventures of Francesca Lucchini and Charlotte Yeager, joined by Hanna-Justina Marseille and Raisa Pöttgen, as they attempt to take out a stubborn Neuroi that's hiding ''inside'' the island of Delos, and save the ancient Greek ruins on the island; the commander of all witch forces in Africa, Edytha Neumann, as well as Erwin Rommel himself also appear. ''Arnhem Bridge'' follows Pierrette-Henriette Clostermann and Lynette Bishop, along with Amelie Planchard as they continue to aid in rebuilding Gallia after its liberation in September, 1944 [[Strike Witches|at the end of the first season]]; the story primarily revolves around the orphaned Dutch children Julius and Rose, who Perrine takes into her care.&lt;br /&gt;
&lt;br /&gt;
Additionally, each episode features a short post-credits scene of Yoshika receiving or sending a letter to the witches featured in that episode. The last episode also features a post-credits cameo of Eila Juutilainen and Aleksandra Litvyak visiting the Brave Witches' frontline base, as well as Mio Sakamoto working on a certain pet project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chronologically, ''Operation Victory Arrow'' takes place after ''[[Strike Witches 2]]'', and is followed by ''[[Strike Witches: The Movie]]'', which was released before ''OVA'', in 2012.&lt;br /&gt;
&lt;br /&gt;
For more in-depth explanations of the lore and setting of the ''World Witches'' universe, [[Strike Witches|see the first season's page.]]&lt;br /&gt;
&lt;br /&gt;
'''''Warning: Some descriptions and images are spoilers for the series, read at your own risk.'''''&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Gendarmerie Sidearm==&lt;br /&gt;
A member of the Gendarmerie Nationale in Pas-de-Calais chases after Julius, an orphaned refugee from the Netherlands who stole some cold medicine for his little sister Rose. Given the variety of possible sidearms available at the time, it's impossible to say for sure what's in his holster.&lt;br /&gt;
&lt;br /&gt;
[[Image:SWovaG1.jpg|600px|thumb|none|The gendarme chases Julius around the dockyard. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaG2.jpg|600px|thumb|none|Running into Lynette, he gives her a salute and explains the situation. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
In a flashback to the beginning of the Neuroi invasion, a group of Dutch civilians attempt to hold back the Neuroi on a bridge at Arnhem, Netherlands, armed with nothing but [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|double barrel shotguns]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|400px|Browning 5.25 O/U - 12 gauge]]&lt;br /&gt;
[[Image:SWovaOU1.jpg|600px|thumb|none|The civilians attempting to hold the line long enough to evacuate their children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU2.jpg|600px|thumb|none|A much younger Julius talking to his father, as a tiny Rose lies beside him in the truck. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU3.jpg|600px|thumb|none|Julius's dad tells him not to worry, saying the witches will show up soon and drive the Neuroi back. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU4.jpg|600px|thumb|none|The truck prepares to leave, as the defenders wait for the inevitable assault. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU5.jpg|600px|thumb|none|A father waves goodbye to his children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU6.jpg|600px|thumb|none|But the witches never did show up in time... (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==StG 44 with Krummlauf==&lt;br /&gt;
Ursula Hartmann arrives at the St. Trond base with loads of gifts and equipment to test, among them is an [[Sturmgewehr 44|StG 44]] fitted with a Krummlauf (curved barrel) attachment. A witch needing to shoot around corners ''in the sky'' seems rather questionable, but that's also the point of this scene, with a bunch of Ursula's fancy tech being various levels of silly. All of them are based on or inspired by real world experimental German tech, and are included in this same entry.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|StG 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:SWovaStG441.jpg|600px|thumb|none|Erica looking rather confused at her sister's StG 44. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG442.jpg|600px|thumb|none|Next up is a miniaturized version of the Ru 344 X-4 wire-guided air-to-air missile. Despite Erica's reaction, this is would definitely have potential, as it did in reality. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG443.jpg|600px|thumb|none|A flying flamethrower sure seems odd (though they were combat tested in reality on He 111s, Ju 88s, and Do 17s), but as Neuroi are made of a ceramic-like material that is hard but brittle, and thus susceptible to rapid temperature changes, a flamethrower might actually be useful. ''Maybe.'' (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG444.jpg|600px|thumb|none|A sonic cannon, complete with cork earplugs; very Luft '46. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG445.jpg|600px|thumb|none|Of course, what Ursula actually came to test (again) is the Me 262 jet striker, its blueprints seen here. Note that everything is written in German; native languages seen in written form is consistently used in the series, which makes sense as the characters are only speaking Japanese ''for the audience'', but in-universe they (in this case) would all be speaking German. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG446.jpg|600px|thumb|none|Ursula tests the X-4 missile in official artwork; note her Fw 190 A-8 striker. (Art)]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Boys Mk I*==&lt;br /&gt;
Lynette Bishop continues to use a [[Boys anti-tank rifle|Boys Mk I*]] as her signature weapon, though in an ironic twist in terms of nationality, in ''Arnhem Bridge'' she uses one borrowed from Perrine.&lt;br /&gt;
&lt;br /&gt;
[[File:BoysRifle.55.jpg|thumb|none|400px|Boys Mk I* - .55 Boys (13.9x99mm B)]]&lt;br /&gt;
[[Image:SWovaBoys1.jpg|600px|thumb|none|Cover artwork for ''Arnhem Bridge''. (Art)]]&lt;br /&gt;
[[Image:SWovaBoys2.jpg|600px|thumb|none|Every good mansion has a hidden armoury opened with a tilting book, after all. Perrine even keeps a Boys rifle handy, due to how much Lynette is around. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys3.jpg|600px|thumb|none|The cavalry has arrived! (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys4.jpg|600px|thumb|none|The three-headed Neuroi takes cover in a water tower. The large hole in the bridge was from when it broke through minutes earlier, however that crater to the right of the tower was already there, and is exactly where Julius's father and the other civilians were defending the bridge... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys5.jpg|600px|thumb|none|Lynette notes she can't hit the Neuroi accurately when it's hiding in the tower. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys6.jpg|600px|thumb|none|The entrenched Neuroi opens fire, forcing Lynette to block. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys7.jpg|600px|thumb|none|Lynette fires off a few shots with her Boys while evading beams, and scores a hit on one of its legs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys8.jpg|600px|thumb|none|However, as always the leg simply regenerates. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys9.jpg|600px|thumb|none|After Perrine blows off part of the tower with the PIAT, Lynette takes aim... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys10.jpg|600px|thumb|none|...and fires a massive 13.9mm bullet right through the main water pipe, dousing the Neuroi with water. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys11.jpg|600px|thumb|none|After Perrine electrocutes the Neuroi with her ''Tonnerre'' lightning, Lynette fires another shot to destroy the core. Beautiful teamwork. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys12.jpg|600px|thumb|none|A happy Lynette holds her rifle as she watches Perrine and Julius celebrate, in their own way. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S-18/1000==&lt;br /&gt;
The Pantaloni Rossi trio from the 504th JFW make a cameo in a slideshow briefing by Group Captain Edytha Neumann about the Neuroi on Delos; the Ardor Witches are seen attempting to attack it directly, with no success. As with ''Strike Witches 2'', Luciana Mazzei's [[Solothurn S-18 20mm Anti-Tank Rifle|Solothurn S-18/1000]] is instead depicted as a Boys rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solothurn.jpg|thumb|none|400px|Solothurn S-18/1000 - 20x138mmB]]&lt;br /&gt;
[[Image:SWovaS181.jpg|600px|thumb|none|Luciana fires her not-Solothurn, as Martina Crespi and Fernandia Malvezzi fire their MG 42s. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaS182.jpg|600px|thumb|none|Another angle of the trio, showing part of the island. For official artwork of Luciana's proper S-18/1000, [[Strike Witches 2#Solothurn S-18/1000| see the second season's page.]] (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk 1 (M)==&lt;br /&gt;
While Pierrette-Henriette Clostermann doesn't regularly carry around her [[Bren Gun|Bren Mk 1 (M)]] at this point, due to being well behind the lines aiding in rebuilding Gallia, her butler Jean-Paul had a hidden weapon locker installed in the Clostermann residence in case of emergency.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bren gun.JPG|thumb|none|400px|Bren Mk 1 (M) - .303 British]]&lt;br /&gt;
[[Image:SWovaBren1.jpg|600px|thumb|none|Promo poster for ''Arnhem Bridge''. Note Amelie using a Bren here; though she's not seen in combat in the episode, Amelie is one of the main characters of the ''One-Winged Witches'' manga, which also features Lynette's sister Wilma. (Art)]]&lt;br /&gt;
[[Image:SWovaBren2.jpg|600px|thumb|none|A stitched image of the bookcase armoury in all its glory. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren3.jpg|600px|thumb|none|Julius and Perrine run from a pack of land-based Neuroi in Arnhem. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren4.jpg|600px|thumb|none|Perrine turns and fires a burst into one of the Neuroi, destroying it. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren5.jpg|600px|thumb|none|The two continue to run through the ruins, more Neuroi in pursuit. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren6.jpg|600px|thumb|none|Caught in between two Neuroi, Perrine grabs Julius and jumps over one of them. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren7.jpg|600px|thumb|none|Having already destroyed the one they were jumping over, Perrine turns her Bren on the next one... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren8.jpg|600px|thumb|none|...destroying both before they hit the ground, complete with heroic landing pose. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren9.jpg|600px|thumb|none|Perrine holds her Bren one-handed as she watches the three-headed &amp;quot;boss&amp;quot; Neuroi wreck her jeep and block off the bridge. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren10.jpg|600px|thumb|none|Unable to do much else, Perrine holds the trigger down. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren11.jpg|600px|thumb|none|Perrine empties her Bren, but it has negligible effect on the behemoth. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren12.jpg|600px|thumb|none|Out of ammo, Perrine discards her Bren and runs the other way, the pair taking cover in a basement. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
Charlotte Yeager continues to use a [[Browning Automatic Rifle|BAR]] as her standard weapon, though she doesn't so much as fire a shot with it in ''Operation Victory Arrow'', opting to use bombs, unconventional methods, and her mastery of mechanical devices instead.&lt;br /&gt;
[[Image:BAR.jpg|thumb|400px|none|Browning M1918A2 - .30-06]]&lt;br /&gt;
[[Image:SWovaBAR1.jpg|600px|thumb|none|Cover artwork for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWovaBAR2.jpg|600px|thumb|none|Charlotte and Francesca prepare to leave the Lucchini family home on Sicily, as Charlotte asks Francesca's mother to mind her bike and luggage while they're gone; Shirley's motorcycle later features prominently in the episode's closing credits. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR3.jpg|600px|thumb|none|BAR strapped to her back, Charlotte asks Francesca why she's so intent of protecting Delos. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR4.jpg|600px|thumb|none|Francesca and Shirley carry a pair of bombs to use against the Delos Neuroi, escorted by Raisa Pöttgen and Hanna-Justina Marseille. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR5.jpg|600px|thumb|none|Charlotte holds up her bomb, showing the special carry device for witches. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR6.jpg|600px|thumb|none|Shirley catches Francesca after she got a little too aggressive. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR7.jpg|600px|thumb|none|A good shot of the M1918A2, as Francesca begs Shirley to try again, despite not having the firepower. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR8.jpg|600px|thumb|none|With no more options in front of them, the quartet are forced to return to base. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR9.jpg|600px|thumb|none|Shirley and Hanna fly over the fleet the next day. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR10.jpg|600px|thumb|none|Holding her BAR, Shirley dodges beams as she tries to reach the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR11.jpg|600px|thumb|none|Charlotte makes her approach to the ship... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR12.jpg|600px|thumb|none|...and drops her BAR on the deck on landing; her planned tool of choice isn't actually a weapon, but the ship's winch. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The Liberion-made [[Browning M1919A6]], modified with a fixed and easily swappable ammo box, remains Francesca Lucchini's weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1919a6.jpg|thumb|none|400px|Browning M1919A6 - .30-06]]&lt;br /&gt;
[[Image:SWova19191.jpg|600px|thumb|none|Promo poster for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWova191922.jpg|600px|thumb|none|The Lucchini vineyard in Sicily, where the pair have been on vacation for a few weeks. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19193.jpg|600px|thumb|none|Browning slung across her back, Francesca bids her mother farewell as she embarks on another adventure. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19194.jpg|600px|thumb|none|Shirley and Francesca check their bombs while waiting for the opportune moment on the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19195.jpg|600px|thumb|none|Francesca holds her M1919A6, shocked that the Neuroi saw the bombs coming and swatted them out of the air with a pair of beam blasts. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19196.jpg|600px|thumb|none|A very determined Francesca presses on harder and harder to get to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19197.jpg|600px|thumb|none|The next day, Raisa and Francesca fly over the fleet, with Francesca using the handle on the ammo box as a grip, as usual. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19198.jpg|600px|thumb|none|Francesca drops in with a shield to protect Shirley and her winch cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19199.jpg|600px|thumb|none|A great side shot of the M1919A6, as Francesca zooms along ahead of Charlotte, leading her safely to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191910.jpg|600px|thumb|none|Once the Neuroi realizes it's caught in the mechanical noose, it tries to attack the cable, leaving the witches to defend it with shields. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191911.jpg|600px|thumb|none|Francesca and Raisa harass the sea-serpent-looking Neuroi with fire, as Shirley and Hanna drag it out. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191912.jpg|600px|thumb|none|A wonderful stitched shot of Raisa and Francesca, as the Neuroi is finally pulled from its cave. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The Africa-based witches Hanna-Justina Marseille and Raisa Pöttgen of the 31st JFS, as well as Edytha Neumann, commanding officer of all witches in the African theatre, all use the [[MG34|MG 34]] as their weapon of choice, as opposed to the MG 42 preferred by Karlsland witches in Europe.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg-34man-portable.jpg|thumb|none|400px|MG 34 - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG341.jpg|600px|thumb|none|Hanna-Justina lays down fire on the Neuroi to keep it occupied while Charlotte prepares the winch. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG342.jpg|600px|thumb|none|Hanna fires her MG 34 inverted, while dodging more beams. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG343.jpg|600px|thumb|none|Hanna discovers her MG 34 is quite good at damaging the Neuroi's headdress-looking fins, severely weakening its ability to shoot beams (until it regenerates). (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG344.jpg|600px|thumb|none|On Rommel's orders, Raisa and Francesca move up to assist. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG345.jpg|600px|thumb|none|The two Strike Witches and two Storm Witches move in on the Neuroi, showing some great detail on Hanna's MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG346.jpg|600px|thumb|none|Hanna takes aim with her MG 34, fires a few short, controlled bursts, and ''utterly demolishes'' the Neuroi's laser fins. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG347.jpg|600px|thumb|none|Raisa dives in to take over shield duty from Francesca. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG348.jpg|600px|thumb|none|Tina (as Raisa calls her) showing good trigger discipline as a new ally enters the battle... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG349.jpg|600px|thumb|none|...Erwin Rommel himself, flying his personal Fi 156 Storch, escorted by Edytha Neumann and her MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3410.jpg|600px|thumb|none|Hanna and Raisa watch as Rommel jump-starts the winch generator with a pair of jumper cables attached to his Fi 156. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3411.jpg|600px|thumb|none|With the Neuroi fighting fiercely against the winch, Hanna's MG 34 joins Shirley's BAR on the deck as the pair of them move to pull the cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3412.jpg|600px|thumb|none|The Neuroi now extracted from its den, Edytha orders the fleet to open fire. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The witch-version [[MG42|MG 42]], modified to use Patronentrommel 34 drums, continues to be used by all the usual witches, such as the Karlsland trio, Eila Juutilainen, and some of the Ardor Witches.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG 42 - 7.92mm Mauser]]&lt;br /&gt;
[[File:MG34 Patronentrommel34.jpg|thumb|none|400px|MG 34 with Patronentrommel 34 for reference - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG421.jpg|600px|thumb|none|Cover artwork for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG422.jpg|600px|thumb|none|Promo poster for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG423.jpg|600px|thumb|none|Eila Juutilainen effortlessly dodging beams in the opening credits; Eila is not otherwise seen in combat in ''Operation Victory Arrow''. (OP)]]&lt;br /&gt;
[[Image:SWovaMG424.jpg|600px|thumb|none|Erica Hartmann fires a training MG 42 in the skies over Belgica. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4255.jpg|600px|thumb|none|Gertrud Barkhorn returns fire with her own pair of training MG 42s. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG426.jpg|600px|thumb|none|Erica's MG 42, uniform, and Bf 109 K-4 striker sit by a river as she takes a break. Note the distinctive Hartmann black tulip paint scheme. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG427.jpg|600px|thumb|none|Flying fast and low, Minna-Dietlinde Wilcke trades fire with Heidemarie Schnaufer. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG428.jpg|600px|thumb|none|With the base's Neuroi alarm sounding, Gertrud and Minna take off to investigate. Erica is currently grounded due to her striker being broken, as a result of the failed test of Ursula's Bf 109 Zwei Link paired striker; it was entirely Erica's fault. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG429.jpg|600px|thumb|none|As the Neuroi emerges, Gertrud opens fire; the ''dirndl'' was a gift from Ursula, and Trude was unlucky enough to be trying it on when the scramble alarm sounded. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4210.jpg|600px|thumb|none|Minna hipfires at the Neuroi, discovering its armour is too strong for bullets at that range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG42111.jpg|600px|thumb|none|Trude and Minna play defensively as they brainstorm how to deal with the troublesome Neuroi. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4212.jpg|600px|thumb|none|Minna's MG 42 dumps brass as she harasses it from range, causing it to retreat back into the cloud. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4213.jpg|600px|thumb|none|Gertrud suggests they return to base and retrieve the MK 214 cannon and Me 262, as it would be effective at such a range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4214.jpg|600px|thumb|none|Minna stays to keep the Neuroi occupied, but a powerful blast hit hits her shield hard, and her chilling scream knocks some sense into Erica, who's been sulking back at base, listening to the battle on comms. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4215.jpg|600px|thumb|none|Gertrud makes a run for St. Trond, asking the base to ready the jet striker and cannon, and to load the latter with armour-piercing shells. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4216.jpg|600px|thumb|none|Dropping back to distract the small-types, Gertrud does a slo-mo flip over one and blasts it to bits. They may be &amp;quot;small-types&amp;quot;, but Trude being within an arm's reach of one shows it's still pretty darn big. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4217.jpg|600px|thumb|none|Alone and almost out of ammo, Minna empties her MG 42 into the group of small-types bearing down on her. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4218.jpg|600px|thumb|none|Fernandia Malvezzi with her MG 42, in Edytha Neumann's briefing. The Romagna trio appearing like this makes the MG 42 the only weapon to show up in more than one episode of ''Operation Victory Arrow''. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99-2 Model 2 Kai==&lt;br /&gt;
The iconic ''World Witches'' version of the [[Type 99 cannon|Type 99]] cannon only gets a cameo in ''Operation Victory Arrow'', prominently held by Yoshika Miyafuji in the opening credits. With Yoshika having drained her magic, and Mio having aged out, there aren't any Fuso witches that appear who are capable of using it, at present. For the rather lengthy technical explanation of the witches' Type 99-2 Model 2 Kai variant, [[Strike Witches#Type 99-2 Model 2 Kai|see its first season entry]].&lt;br /&gt;
&lt;br /&gt;
[[image:Type_99-1.jpg|thumb|none|400px|Type 99 Mark 1 in pintle mount configuration - 20x72mm RB]]&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:SWovaT991.jpg|600px|thumb|none|A fairly close shot of the Type 99's receiver. (OP)]]&lt;br /&gt;
[[Image:SWovaT992.jpg|600px|thumb|none|Early-Season-2-era Yoshika flies along the clouds in Mio's old A6M3 striker, recognizable by its blue diagonal fuselage stripe and two horizontal tail stripes. Yoshika's original Season-1-era A6M3, which was sacrificed at the end of ''Strike Witches'', had a yellow vertical fuselage stripe and a clean tail. (OP)]]&lt;br /&gt;
[[Image:SWovaT993.jpg|600px|thumb|none|Yoshika and her Type 99 silhouetted against a cumulonimbus cloud in the distance. (OP)]]&lt;br /&gt;
[[Image:SWovaT994.jpg|600px|thumb|none|Late-Season-2-era Yoshika zooms up from the cliffs when she's properly introduced in the credits, Type 99 in hand. (OP)]]&lt;br /&gt;
[[Image:SWovaT995.jpg|600px|thumb|none|The J7W1 Shinden's canards have been turned into vertical stabilizers in striker form, which makes a certain amount of sense; improved directional stability is preferable, as that's presumably a striker's weakest axis. Horizontal surfaces that far back may also hamper a witch's ability to manoeuvre, as witches primarily pitch with their legs. Strikers do in fact have functional ailerons for roll. (OP)]]&lt;br /&gt;
[[Image:SWovaT996.jpg|600px|thumb|none|Another good shot of the Type 99 as Yoshika climbs to rejoin the Strike Witches. (OP)]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Fliegerhammer==&lt;br /&gt;
In ''St. Trond's Thunder'', Ursula Hartmann uses the rocket launcher she herself designed, the nine-barrel Fliegerhammer; Aleksandra Litvyak is also seen with one in the opening credits. The Fliegerhammer was inspired by (both in-universe and out) the [[Luftfaust|Fliegerfaust]], while its boxy shape is reminiscent of the [[M202 FLASH]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|''Replica'' Fliegerfaust B with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:SWovaFH1.jpg|600px|thumb|none|Sanya aims her Fliegerhammer in the opening credits. (OP)]]&lt;br /&gt;
[[Image:SWovaFH2.jpg|600px|thumb|none|Consistent with its previous depictions, the launch order is (shooter's perspective) top row to bottom row, right to left. This is very sensible, as this order ensures the Fliegerfaust's centre of gravity is always as low and as close to the shooter as possible. (OP)]]&lt;br /&gt;
[[Image:SWovaFH3.jpg|600px|thumb|none|A barrage of nine rockets bails Erica out of a sticky situation. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH4.jpg|600px|thumb|none|Ursula arrives with perfect timing. Although the launcher is now empty, good trigger disciple is always commendable. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH5.jpg|600px|thumb|none|One Hartmann dives down to help the other, as Erica has suffered a double engine flameout from messing with the Me 262's throttle too much. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH6.jpg|600px|thumb|none|Ursula ditches the empty launcher so she can assist her twin. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
Along with the Bren and Boys, Perrine's hidden armoury also contains a [[PIAT]], with three rounds, which Perrine brings in addition to her Bren.&lt;br /&gt;
&lt;br /&gt;
[[Image:Piat gun loaded.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:SWovaPIAT1.jpg|600px|thumb|none|Perrine's PIAT makes its combat debut, with a close-up of the first shaped charge firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT2.jpg|600px|thumb|none|A rather badass stitched image of Perrine showing up to rescue Julius, having just fired the PIAT. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT3.jpg|600px|thumb|none|After ditching her Bren and taking cover, Perrine recocks the PIAT's spring by hand, showing off witches' enhanced strength; the PIAT has a draw weight of 90kg / 200lbs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT4.jpg|600px|thumb|none|Loading the second shaped charge into the launcher. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT5.jpg|600px|thumb|none|Perrine gives Julius a reassuring smile as they prepare to make another escape attempt. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT6.jpg|600px|thumb|none|Taking aim at the three-headed Neuroi... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT7.jpg|600px|thumb|none|...and firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT8.jpg|600px|thumb|none|Knocked backward by a beam blast, Perrine loses the PIAT, and can't retrieve it due to her injured leg. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT9.jpg|600px|thumb|none|Julius braves Neuroi fire without any ability to raise a shield, and brings the launcher back to Perrine. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT10.jpg|600px|thumb|none|Perrine recocks the PIAT with her good leg. The PIAT is supposed to recock itself automatically after each shot, but in reality this wasn't always reliable. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT11.jpg|600px|thumb|none|With Lynette now on the scene, Perrine takes aim at the top of the water tower the Neuroi is hiding in. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT12.jpg|600px|thumb|none|The last shaped charge is fired, blowing a hole in the top of the building large enough for Lynette to hit the water pipe with her Boys. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Autocannons=&lt;br /&gt;
==MG 151==&lt;br /&gt;
Night witch Heidemarie Schnaufer uses an [[MG 151 cannon|MG 151]] cannon as her weapon of choice; she is only seen using a training MG 151 in ''Operation Victory Arrow''. Similar to the other large cannons wielded by witches, the MG 151 has been modified with a top-mounted vertical pistol grip, a horizontal grip for the off-hand, and a detachable drum magazine; the weapon is otherwise essentially unmodified.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg15120.jpg|thumb|none|400px|MG 151 - 20x82mm]]&lt;br /&gt;
[[File:SWovaMG1511.jpg|thumb|none|600px|Heidemarie races along the river in pursuit of Minna, giving a fairly clear look at the top of her MG 151. The two added grips and detachable drum magazine (left-feed) are all visible here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1512.jpg|thumb|none|600px|As Heidemarie zooms past Erica and Gertrud, the distinctive sight assembly of the MG 151 can be made out here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1513.jpg|thumb|none|600px|Heidemarie exchanges fire with Minna, in a high speed chase. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1514.jpg|thumb|none|600px|Aiming the cannon... (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1515.jpg|thumb|none|600px|...and firing. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1516.jpg|thumb|none|600px|Some residual muzzle flash, as well as a fantastic look at Heidemarie's Bf 110 G-4 striker. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==MK 214==&lt;br /&gt;
A MK 214 cannon was brought by Ursula to St. Trond for testing, alongside a refined version of the Me 262 Schwalbe jet striker. This massive cannon fires the same 50x419mmR rounds as the BK 5 that appeared in ''Strike Witches 2'', and though visually they are very similar, they are not the same weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaMK2141.jpg|thumb|none|600px|Ursula introduces the BK 214, referring to it by name. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2142.jpg|thumb|none|600px|As Gertrud readies for take off, Ursula lists two pieces of advice that also apply to the real Me 262: Do not adjust the throttle until airborne, and to prevent the engines from stalling, do not rapidly accelerate or decelerate. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2143.jpg|thumb|none|600px|As Gertrud tests the striker and the cannon, Erica comments about how long it takes to accelerate and to climb, and how it has a poor turn radius, while Ursula points out that it has a very high max speed and can carry significant firepower. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2144.jpg|thumb|none|600px|Shaken by Minna's scream over comms, Erica takes the 262 and 50mm cannon and makes a rather dramatic entrance. Look at that goddamn muzzle blast. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2145.jpg|thumb|none|600px|Despite being loaded with non-explosive AP shells, the sheer power of the cannon causes several small types around the one directly hit to also shatter. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2146.jpg|thumb|none|600px|Having never flown a jet striker before, and evidently not having paid attention to Ursula's briefing, Erica causes both engines to suffer compressor stalls by adjusting the throttle too rapidly. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2147.jpg|thumb|none|600px|Twin sister to the rescue! This also gives a good sense of how massive the MK 214 is. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2148.jpg|thumb|none|600px|Ursula has Erica practice breathing exercises as she tries to coax her into restarting the Me 262's engines. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2149.jpg|thumb|none|600px|The Hartmann twins speed towards Minna. Ursula is using an He 162 Spatz jet striker. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21410.jpg|thumb|none|600px|Erica and Ursula make yet another perfectly-timed entrance, obliterating the last four small-types with a single shot. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21411.jpg|thumb|none|600px|Minna tracks the main Neuroi inside the cloud with her spatial awareness ability, and provides precise targeting for Erica to fire into the cloud. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21412.jpg|thumb|none|600px|Most of its &amp;quot;wing&amp;quot; blown off by the previous shot, the Neuroi leaves the cloud and tries to escape, but it doesn't stand a chance. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
=506th Joint Fighter Wing, Noble Witches cameo=&lt;br /&gt;
Four members of the Noble Witches appear in the smallest of cameos, as simple silhouettes flying far overhead. Given the composition of the 506th, this is certainly A-unit, stationed in Sedan, comprising of Heinrike Prinzessin zu Sayn-Wittgenstein (MG 151), Adriana Visconti (MG 42, or a ''pair'' of Fliegerhammers), Kunika Kuroda (MG 42), and Isabelle du Monceau de Bergendal (Boys). These four, plus Noble Witches commanding officer Rosalie de Hemricourt de Grunne, all make ''proper'' cameos in ''Strike Witches: The Movie''.&lt;br /&gt;
&lt;br /&gt;
[[File:SWova506th.jpg|thumb|none|600px|Four contrails soar over the Gallian countryside. Formed after the liberation of Gallia in September, 1944 to protect Gallia, the brass had originally wanted Perrine to command the 506th, however she turned down the offer, preferring to focus on rebuilding Gallia. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle-Mounted &amp;amp; Stationary Weapons=&lt;br /&gt;
==Breda-SAFAT 12.7mm machine gun==&lt;br /&gt;
A pair of Piaggio P.108B bombers are seen having attempted to take out the Neuroi on Delos in Edytha Neumann's briefing, however both were destroyed. The P.108B is armed with a total of six [[Breda-SAFAT machine gun|Breda-SAFAT machine guns]] chambered in 12.7mm, with one nose gunner, one ventral gunner, and a twin turret in each outboard engine nacelle, controlled remotely.&lt;br /&gt;
&lt;br /&gt;
[[File:12.7mmBreda-SAFAT.jpg|thumb|none|400px|Breda-SAFAT machine gun - 12.7x81mmSR]]&lt;br /&gt;
[[File:SWovaBreda-SAFAT.jpg|thumb|none|600px|Only the ventral turret of each P.108 is visible from this angle, and the turrets are currently retracted. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
Having aged out of her magic, Mio Sakamoto is seen flying an A6M3 Reisen in the opening credits. The Zero is armed with a pair of [[Vickers#Type 97 Aircraft Machine Gun|Type 97 aircraft machine guns]] in the engine cowling, as well as a pair of Type 99 cannons in the wings.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:SWovaT971.jpg|thumb|none|600px|Mio fires her Type 97 MGs at the Neuroi. (OP)]]&lt;br /&gt;
[[File:SWovaT972.jpg|thumb|none|600px|Mio pulls away after the run, Neuroi shards sent flying. The muzzle of one of the Type 97s can be seen just behind the black cowling. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
In addition to its Type 97 MGs, the A6M is armed with a [[type 99 cannon|Type 99]] cannon in each wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:SWovaT973.jpg|thumb|none|600px|The muzzle ports for the Type 99s ''should'' be visible here, in the larger square panels along the leading edge; it seems they weren't modelled, though they'd only be visible for a couple frames. The Type 97s are, however, very visible here. (OP)]]&lt;br /&gt;
[[File:SWovaT974.jpg|thumb|none|600px|Mio in the cockpit of her A6M3, the same model she used to fly in striker form. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
A Tiger I is seen in the opening credits, and while they're not visible from the rear, it would be armed with a pair of [[MG34|MG 34 Panzerlauf]] variants, one in the coaxial mount, one hull-mounted, as well as its 8.8cm KwK 36 main cannon. This Tiger is actually an early-production H1 variant, specifically Tiger 100, complete with &amp;quot;100&amp;quot; and white elephant markings. In reality, Tiger 100 was captured intact by the Russians late in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG 34 Panzerlauf with stock fitted - 7.92mm Mauser]]&lt;br /&gt;
[[File:SWovaMG34V.jpg|thumb|none|600px|The difference between early-production H1s and the more iconic later version was the pair of storage boxes on the sides of the turret (as opposed to one in the rear), and the lack of any armoured side skirts. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
A trio of the iconic &amp;quot;eighty-eights&amp;quot; are seen somewhere in (presumably) Karlsland in the opening credits.&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[File:SWova88.jpg|thumb|none|600px|Gertrud, Erica, and Minna at a base defended by a few FlaK guns. Note the two-piece barrels. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
St. Trond airbase is heavily defended by large AA batteries which appear to be oversized twin-mounted [[Bofors 40mm|Bofors]] guns.&lt;br /&gt;
&lt;br /&gt;
[[File:BoforsTwin.jpg|thumb|none|400px|Bofors 40mm L/60 twin mounting - 40x311mmR]]&lt;br /&gt;
[[File:SWovaB1.jpg|thumb|none|600px|The castle-style main part of the base features a twin AA gun on each turret, as well as two more along the front wall; the opposite side presumably has another two, making for a total of twelve twin cannons. (Ep.1)]]&lt;br /&gt;
[[File:SWovaB2.jpg|thumb|none|600px|A closer shot of some of the cannons, as Gertrud and Minna sortie. The distinctive barrels of the Bofors are visible here, albeit significantly larger. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==2cm Flakvierling 38==&lt;br /&gt;
The Brave Witches' small frontline base near Petersburg is defended by three [[2cm FlaK 38#Flakvierling 38|Flakvierling 38]] quad-cannons. As ''[[Brave Witches]]'' is set before ''Strike Witches 2'', this scene takes place much later than the events of ''Brave Witches''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[File:SWovaFV.jpg|thumb|none|600px|Three Flakvierling 38s sit at the perimeter of the outpost, as Aleksandra Pokryshkin, Nikka Katajainen, Sanya, and Eila play cards on the deck. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Naval Weapons==&lt;br /&gt;
Assorted AA guns and cannons are seen on military ships and armed merchantmen.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaN1.jpg|thumb|none|600px|Left to right: an ''Iowa''-class battleship, ''Bismarck'', IJN ''Yamato'', and two ''King George V''-class battleships. (OP)]]&lt;br /&gt;
[[File:SWovaN2.jpg|thumb|none|600px|(OP)]]&lt;br /&gt;
[[File:SWovaN3.jpg|thumb|none|600px|With Mio having lost her magic, so to did her personally forged katana, Reppumaru, which is now simply an ordinary sword. (OP)]]&lt;br /&gt;
[[File:SWovaN4.jpg|thumb|none|600px|A variety of weapons are visible in an overhead shot of a Liberty Ship: these typically carried a five-inch gun astern, two 3-inch guns, and a number of [[Oerlikon 20mm Cannon]]s. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN5.jpg|thumb|none|600px|Sinking of what appears to be an Italian ''Navigatori''-class destroyer. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN6.jpg|thumb|none|600px|A shot of the bow gun tub containing one of the 20mm Oerlikons with two more visible back from it. The Liberty Ship is here identified as ''Peter Skene Ogden'', a vessel named for a Canadian explorer and fur trader. The real ship was torpedoed off Algeria in February 1944 by the submarine U-969 along with her sister ''George Cleeve'', both beaching but being declared total losses and scrapped. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN7.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN8.jpg|thumb|none|600px|A ''Navigatori''-class destroyer fires its 4.7-inch bow gun, with the ''Littorio''-class battleship ''Roma'' in the foreground. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN10.jpg|thumb|none|600px|A bow view of a Liberty Ship. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
{{Strike Witches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279402</id>
		<title>Strike Witches: Operation Victory Arrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279402"/>
		<updated>2019-06-18T09:27:58Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Naval Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Strike-Witches-OVA.jpg|thumb|right|300px|''Strike Witches: Operation Victory Arrow'' (2014-2015)]]&lt;br /&gt;
&lt;br /&gt;
In July of 1945, the 501st Joint Fighter Wing and allied naval fleet destroyed the Neuroi hive over Venezia, liberating the country (the climatic events of ''[[Strike Witches 2]]''). After this victory the 501st JFW was disbanded. Most Strike Witches members were reassigned to fronts in or around their homelands, while Yoshika Miyafuji has entirely retired from service due to draining her magic reserves in order to destroy the hive over Venezia, and is now living a quiet, ordinary civilian life; Mio Sakamoto remains in IFN service, though as she's aged out of her magic abilities, Mio is no longer a witch.&lt;br /&gt;
&lt;br /&gt;
''Operation Victory Arrow'' primarily follows three groups of Strike Witches members across its three episodes. ''St. Trond's Thunder'' is set half a month after the end of ''Strike Witches 2'', with Minna-Dietlinde Wilcke, Gertrud Barkhorn, and Erica Hartmann, along with night witch Heidemarie W. Schnaufer stationed at St. Trond airbase in the Kingdom of Belgica; they're also joined by Erica's twin sister, the genius engineer Ursula Hartmann. ''Goddess of the Aegean Sea'' involves the continued adventures of Francesca Lucchini and Charlotte Yeager, joined by Hanna-Justina Marseille and Raisa Pöttgen, as they attempt to take out a stubborn Neuroi that's hiding ''inside'' the island of Delos, and save the ancient Greek ruins on the island; the commander of all witch forces in Africa, Edytha Neumann, as well as Erwin Rommel himself also appear. ''Arnhem Bridge'' follows Pierrette-Henriette Clostermann and Lynette Bishop, along with Amelie Planchard as they continue to aid in rebuilding Gallia after its liberation in September, 1944 [[Strike Witches|at the end of the first season]]; the story primarily revolves around the orphaned Dutch children Julius and Rose, who Perrine takes into her care.&lt;br /&gt;
&lt;br /&gt;
Additionally, each episode features a short post-credits scene of Yoshika receiving or sending a letter to the witches featured in that episode. The last episode also features a post-credits cameo of Eila Juutilainen and Aleksandra Litvyak visiting the Brave Witches' frontline base, as well as Mio Sakamoto working on a certain pet project.&lt;br /&gt;
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Chronologically, ''Operation Victory Arrow'' takes place after ''[[Strike Witches 2]]'', and is followed by ''[[Strike Witches: The Movie]]'', which was released before ''OVA'', in 2012.&lt;br /&gt;
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For more in-depth explanations of the lore and setting of the ''World Witches'' universe, [[Strike Witches|see the first season's page.]]&lt;br /&gt;
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'''''Warning: Some descriptions and images are spoilers for the series, read at your own risk.'''''&lt;br /&gt;
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{{Anime Title}}&lt;br /&gt;
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__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Gendarmerie Sidearm==&lt;br /&gt;
A member of the Gendarmerie Nationale in Pas-de-Calais chases after Julius, an orphaned refugee from the Netherlands who stole some cold medicine for his little sister Rose. Given the variety of possible sidearms available at the time, it's impossible to say for sure what's in his holster.&lt;br /&gt;
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[[Image:SWovaG1.jpg|600px|thumb|none|The gendarme chases Julius around the dockyard. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaG2.jpg|600px|thumb|none|Running into Lynette, he gives her a salute and explains the situation. (Ep.3)]]&lt;br /&gt;
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=Shotguns=&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
In a flashback to the beginning of the Neuroi invasion, a group of Dutch civilians attempt to hold back the Neuroi on a bridge at Arnhem, Netherlands, armed with nothing but [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|double barrel shotguns]].&lt;br /&gt;
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[[Image:Browning 0-U.jpg|thumb|none|400px|Browning 5.25 O/U - 12 gauge]]&lt;br /&gt;
[[Image:SWovaOU1.jpg|600px|thumb|none|The civilians attempting to hold the line long enough to evacuate their children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU2.jpg|600px|thumb|none|A much younger Julius talking to his father, as a tiny Rose lies beside him in the truck. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU3.jpg|600px|thumb|none|Julius's dad tells him not to worry, saying the witches will show up soon and drive the Neuroi back. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU4.jpg|600px|thumb|none|The truck prepares to leave, as the defenders wait for the inevitable assault. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU5.jpg|600px|thumb|none|A father waves goodbye to his children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU6.jpg|600px|thumb|none|But the witches never did show up in time... (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==StG 44 with Krummlauf==&lt;br /&gt;
Ursula Hartmann arrives at the St. Trond base with loads of gifts and equipment to test, among them is an [[Sturmgewehr 44|StG 44]] fitted with a Krummlauf (curved barrel) attachment. A witch needing to shoot around corners ''in the sky'' seems rather questionable, but that's also the point of this scene, with a bunch of Ursula's fancy tech being various levels of silly. All of them are based on or inspired by real world experimental German tech, and are included in this same entry.&lt;br /&gt;
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[[Image:Sturmgewehr 44.jpg|thumb|none|400px|StG 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:SWovaStG441.jpg|600px|thumb|none|Erica looking rather confused at her sister's StG 44. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG442.jpg|600px|thumb|none|Next up is a miniaturized version of the Ru 344 X-4 wire-guided air-to-air missile. Despite Erica's reaction, this is would definitely have potential, as it did in reality. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG443.jpg|600px|thumb|none|A flying flamethrower sure seems odd (though they were combat tested in reality on He 111s, Ju 88s, and Do 17s), but as Neuroi are made of a ceramic-like material that is hard but brittle, and thus susceptible to rapid temperature changes, a flamethrower might actually be useful. ''Maybe.'' (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG444.jpg|600px|thumb|none|A sonic cannon, complete with cork earplugs; very Luft '46. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG445.jpg|600px|thumb|none|Of course, what Ursula actually came to test (again) is the Me 262 jet striker, its blueprints seen here. Note that everything is written in German; native languages seen in written form is consistently used in the series, which makes sense as the characters are only speaking Japanese ''for the audience'', but in-universe they (in this case) would all be speaking German. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG446.jpg|600px|thumb|none|Ursula tests the X-4 missile in official artwork; note her Fw 190 A-8 striker. (Art)]]&lt;br /&gt;
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=Rifles=&lt;br /&gt;
==Boys Mk I*==&lt;br /&gt;
Lynette Bishop continues to use a [[Boys anti-tank rifle|Boys Mk I*]] as her signature weapon, though in an ironic twist in terms of nationality, in ''Arnhem Bridge'' she uses one borrowed from Perrine.&lt;br /&gt;
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[[File:BoysRifle.55.jpg|thumb|none|400px|Boys Mk I* - .55 Boys (13.9x99mm B)]]&lt;br /&gt;
[[Image:SWovaBoys1.jpg|600px|thumb|none|Cover artwork for ''Arnhem Bridge''. (Art)]]&lt;br /&gt;
[[Image:SWovaBoys2.jpg|600px|thumb|none|Every good mansion has a hidden armoury opened with a tilting book, after all. Perrine even keeps a Boys rifle handy, due to how much Lynette is around. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys3.jpg|600px|thumb|none|The cavalry has arrived! (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys4.jpg|600px|thumb|none|The three-headed Neuroi takes cover in a water tower. The large hole in the bridge was from when it broke through minutes earlier, however that crater to the right of the tower was already there, and is exactly where Julius's father and the other civilians were defending the bridge... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys5.jpg|600px|thumb|none|Lynette notes she can't hit the Neuroi accurately when it's hiding in the tower. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys6.jpg|600px|thumb|none|The entrenched Neuroi opens fire, forcing Lynette to block. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys7.jpg|600px|thumb|none|Lynette fires off a few shots with her Boys while evading beams, and scores a hit on one of its legs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys8.jpg|600px|thumb|none|However, as always the leg simply regenerates. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys9.jpg|600px|thumb|none|After Perrine blows off part of the tower with the PIAT, Lynette takes aim... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys10.jpg|600px|thumb|none|...and fires a massive 13.9mm bullet right through the main water pipe, dousing the Neuroi with water. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys11.jpg|600px|thumb|none|After Perrine electrocutes the Neuroi with her ''Tonnerre'' lightning, Lynette fires another shot to destroy the core. Beautiful teamwork. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys12.jpg|600px|thumb|none|A happy Lynette holds her rifle as she watches Perrine and Julius celebrate, in their own way. (Ep.3)]]&lt;br /&gt;
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==Solothurn S-18/1000==&lt;br /&gt;
The Pantaloni Rossi trio from the 504th JFW make a cameo in a slideshow briefing by Group Captain Edytha Neumann about the Neuroi on Delos; the Ardor Witches are seen attempting to attack it directly, with no success. As with ''Strike Witches 2'', Luciana Mazzei's [[Solothurn S-18 20mm Anti-Tank Rifle|Solothurn S-18/1000]] is instead depicted as a Boys rifle.&lt;br /&gt;
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[[File:Solothurn.jpg|thumb|none|400px|Solothurn S-18/1000 - 20x138mmB]]&lt;br /&gt;
[[Image:SWovaS181.jpg|600px|thumb|none|Luciana fires her not-Solothurn, as Martina Crespi and Fernandia Malvezzi fire their MG 42s. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaS182.jpg|600px|thumb|none|Another angle of the trio, showing part of the island. For official artwork of Luciana's proper S-18/1000, [[Strike Witches 2#Solothurn S-18/1000| see the second season's page.]] (Ep.2)]]&lt;br /&gt;
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=Machine Guns=&lt;br /&gt;
==Bren Mk 1 (M)==&lt;br /&gt;
While Pierrette-Henriette Clostermann doesn't regularly carry around her [[Bren Gun|Bren Mk 1 (M)]] at this point, due to being well behind the lines aiding in rebuilding Gallia, her butler Jean-Paul had a hidden weapon locker installed in the Clostermann residence in case of emergency.&lt;br /&gt;
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[[Image:Bren gun.JPG|thumb|none|400px|Bren Mk 1 (M) - .303 British]]&lt;br /&gt;
[[Image:SWovaBren1.jpg|600px|thumb|none|Promo poster for ''Arnhem Bridge''. Note Amelie using a Bren here; though she's not seen in combat in the episode, Amelie is one of the main characters of the ''One-Winged Witches'' manga, which also features Lynette's sister Wilma. (Art)]]&lt;br /&gt;
[[Image:SWovaBren2.jpg|600px|thumb|none|A stitched image of the bookcase armoury in all its glory. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren3.jpg|600px|thumb|none|Julius and Perrine run from a pack of land-based Neuroi in Arnhem. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren4.jpg|600px|thumb|none|Perrine turns and fires a burst into one of the Neuroi, destroying it. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren5.jpg|600px|thumb|none|The two continue to run through the ruins, more Neuroi in pursuit. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren6.jpg|600px|thumb|none|Caught in between two Neuroi, Perrine grabs Julius and jumps over one of them. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren7.jpg|600px|thumb|none|Having already destroyed the one they were jumping over, Perrine turns her Bren on the next one... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren8.jpg|600px|thumb|none|...destroying both before they hit the ground, complete with heroic landing pose. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren9.jpg|600px|thumb|none|Perrine holds her Bren one-handed as she watches the three-headed &amp;quot;boss&amp;quot; Neuroi wreck her jeep and block off the bridge. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren10.jpg|600px|thumb|none|Unable to do much else, Perrine holds the trigger down. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren11.jpg|600px|thumb|none|Perrine empties her Bren, but it has negligible effect on the behemoth. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren12.jpg|600px|thumb|none|Out of ammo, Perrine discards her Bren and runs the other way, the pair taking cover in a basement. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
Charlotte Yeager continues to use a [[Browning Automatic Rifle|BAR]] as her standard weapon, though she doesn't so much as fire a shot with it in ''Operation Victory Arrow'', opting to use bombs, unconventional methods, and her mastery of mechanical devices instead.&lt;br /&gt;
[[Image:BAR.jpg|thumb|400px|none|Browning M1918A2 - .30-06]]&lt;br /&gt;
[[Image:SWovaBAR1.jpg|600px|thumb|none|Cover artwork for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWovaBAR2.jpg|600px|thumb|none|Charlotte and Francesca prepare to leave the Lucchini family home on Sicily, as Charlotte asks Francesca's mother to mind her bike and luggage while they're gone; Shirley's motorcycle later features prominently in the episode's closing credits. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR3.jpg|600px|thumb|none|BAR strapped to her back, Charlotte asks Francesca why she's so intent of protecting Delos. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR4.jpg|600px|thumb|none|Francesca and Shirley carry a pair of bombs to use against the Delos Neuroi, escorted by Raisa Pöttgen and Hanna-Justina Marseille. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR5.jpg|600px|thumb|none|Charlotte holds up her bomb, showing the special carry device for witches. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR6.jpg|600px|thumb|none|Shirley catches Francesca after she got a little too aggressive. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR7.jpg|600px|thumb|none|A good shot of the M1918A2, as Francesca begs Shirley to try again, despite not having the firepower. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR8.jpg|600px|thumb|none|With no more options in front of them, the quartet are forced to return to base. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR9.jpg|600px|thumb|none|Shirley and Hanna fly over the fleet the next day. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR10.jpg|600px|thumb|none|Holding her BAR, Shirley dodges beams as she tries to reach the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR11.jpg|600px|thumb|none|Charlotte makes her approach to the ship... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR12.jpg|600px|thumb|none|...and drops her BAR on the deck on landing; her planned tool of choice isn't actually a weapon, but the ship's winch. (Ep.2)]]&lt;br /&gt;
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==Browning M1919A6==&lt;br /&gt;
The Liberion-made [[Browning M1919A6]], modified with a fixed and easily swappable ammo box, remains Francesca Lucchini's weapon of choice.&lt;br /&gt;
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[[Image:M1919a6.jpg|thumb|none|400px|Browning M1919A6 - .30-06]]&lt;br /&gt;
[[Image:SWova19191.jpg|600px|thumb|none|Promo poster for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWova191922.jpg|600px|thumb|none|The Lucchini vineyard in Sicily, where the pair have been on vacation for a few weeks. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19193.jpg|600px|thumb|none|Browning slung across her back, Francesca bids her mother farewell as she embarks on another adventure. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19194.jpg|600px|thumb|none|Shirley and Francesca check their bombs while waiting for the opportune moment on the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19195.jpg|600px|thumb|none|Francesca holds her M1919A6, shocked that the Neuroi saw the bombs coming and swatted them out of the air with a pair of beam blasts. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19196.jpg|600px|thumb|none|A very determined Francesca presses on harder and harder to get to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19197.jpg|600px|thumb|none|The next day, Raisa and Francesca fly over the fleet, with Francesca using the handle on the ammo box as a grip, as usual. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19198.jpg|600px|thumb|none|Francesca drops in with a shield to protect Shirley and her winch cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19199.jpg|600px|thumb|none|A great side shot of the M1919A6, as Francesca zooms along ahead of Charlotte, leading her safely to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191910.jpg|600px|thumb|none|Once the Neuroi realizes it's caught in the mechanical noose, it tries to attack the cable, leaving the witches to defend it with shields. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191911.jpg|600px|thumb|none|Francesca and Raisa harass the sea-serpent-looking Neuroi with fire, as Shirley and Hanna drag it out. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191912.jpg|600px|thumb|none|A wonderful stitched shot of Raisa and Francesca, as the Neuroi is finally pulled from its cave. (Ep.2)]]&lt;br /&gt;
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==MG 34==&lt;br /&gt;
The Africa-based witches Hanna-Justina Marseille and Raisa Pöttgen of the 31st JFS, as well as Edytha Neumann, commanding officer of all witches in the African theatre, all use the [[MG34|MG 34]] as their weapon of choice, as opposed to the MG 42 preferred by Karlsland witches in Europe.&lt;br /&gt;
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[[Image:Mg-34man-portable.jpg|thumb|none|400px|MG 34 - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG341.jpg|600px|thumb|none|Hanna-Justina lays down fire on the Neuroi to keep it occupied while Charlotte prepares the winch. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG342.jpg|600px|thumb|none|Hanna fires her MG 34 inverted, while dodging more beams. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG343.jpg|600px|thumb|none|Hanna discovers her MG 34 is quite good at damaging the Neuroi's headdress-looking fins, severely weakening its ability to shoot beams (until it regenerates). (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG344.jpg|600px|thumb|none|On Rommel's orders, Raisa and Francesca move up to assist. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG345.jpg|600px|thumb|none|The two Strike Witches and two Storm Witches move in on the Neuroi, showing some great detail on Hanna's MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG346.jpg|600px|thumb|none|Hanna takes aim with her MG 34, fires a few short, controlled bursts, and ''utterly demolishes'' the Neuroi's laser fins. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG347.jpg|600px|thumb|none|Raisa dives in to take over shield duty from Francesca. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG348.jpg|600px|thumb|none|Tina (as Raisa calls her) showing good trigger discipline as a new ally enters the battle... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG349.jpg|600px|thumb|none|...Erwin Rommel himself, flying his personal Fi 156 Storch, escorted by Edytha Neumann and her MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3410.jpg|600px|thumb|none|Hanna and Raisa watch as Rommel jump-starts the winch generator with a pair of jumper cables attached to his Fi 156. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3411.jpg|600px|thumb|none|With the Neuroi fighting fiercely against the winch, Hanna's MG 34 joins Shirley's BAR on the deck as the pair of them move to pull the cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3412.jpg|600px|thumb|none|The Neuroi now extracted from its den, Edytha orders the fleet to open fire. (Ep.2)]]&lt;br /&gt;
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==MG 42==&lt;br /&gt;
The witch-version [[MG42|MG 42]], modified to use Patronentrommel 34 drums, continues to be used by all the usual witches, such as the Karlsland trio, Eila Juutilainen, and some of the Ardor Witches.&lt;br /&gt;
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[[File:MG42 Left.jpg|thumb|none|400px|MG 42 - 7.92mm Mauser]]&lt;br /&gt;
[[File:MG34 Patronentrommel34.jpg|thumb|none|400px|MG 34 with Patronentrommel 34 for reference - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG421.jpg|600px|thumb|none|Cover artwork for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG422.jpg|600px|thumb|none|Promo poster for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG423.jpg|600px|thumb|none|Eila Juutilainen effortlessly dodging beams in the opening credits; Eila is not otherwise seen in combat in ''Operation Victory Arrow''. (OP)]]&lt;br /&gt;
[[Image:SWovaMG424.jpg|600px|thumb|none|Erica Hartmann fires a training MG 42 in the skies over Belgica. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4255.jpg|600px|thumb|none|Gertrud Barkhorn returns fire with her own pair of training MG 42s. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG426.jpg|600px|thumb|none|Erica's MG 42, uniform, and Bf 109 K-4 striker sit by a river as she takes a break. Note the distinctive Hartmann black tulip paint scheme. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG427.jpg|600px|thumb|none|Flying fast and low, Minna-Dietlinde Wilcke trades fire with Heidemarie Schnaufer. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG428.jpg|600px|thumb|none|With the base's Neuroi alarm sounding, Gertrud and Minna take off to investigate. Erica is currently grounded due to her striker being broken, as a result of the failed test of Ursula's Bf 109 Zwei Link paired striker; it was entirely Erica's fault. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG429.jpg|600px|thumb|none|As the Neuroi emerges, Gertrud opens fire; the ''dirndl'' was a gift from Ursula, and Trude was unlucky enough to be trying it on when the scramble alarm sounded. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4210.jpg|600px|thumb|none|Minna hipfires at the Neuroi, discovering its armour is too strong for bullets at that range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG42111.jpg|600px|thumb|none|Trude and Minna play defensively as they brainstorm how to deal with the troublesome Neuroi. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4212.jpg|600px|thumb|none|Minna's MG 42 dumps brass as she harasses it from range, causing it to retreat back into the cloud. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4213.jpg|600px|thumb|none|Gertrud suggests they return to base and retrieve the MK 214 cannon and Me 262, as it would be effective at such a range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4214.jpg|600px|thumb|none|Minna stays to keep the Neuroi occupied, but a powerful blast hit hits her shield hard, and her chilling scream knocks some sense into Erica, who's been sulking back at base, listening to the battle on comms. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4215.jpg|600px|thumb|none|Gertrud makes a run for St. Trond, asking the base to ready the jet striker and cannon, and to load the latter with armour-piercing shells. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4216.jpg|600px|thumb|none|Dropping back to distract the small-types, Gertrud does a slo-mo flip over one and blasts it to bits. They may be &amp;quot;small-types&amp;quot;, but Trude being within an arm's reach of one shows it's still pretty darn big. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4217.jpg|600px|thumb|none|Alone and almost out of ammo, Minna empties her MG 42 into the group of small-types bearing down on her. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4218.jpg|600px|thumb|none|Fernandia Malvezzi with her MG 42, in Edytha Neumann's briefing. The Romagna trio appearing like this makes the MG 42 the only weapon to show up in more than one episode of ''Operation Victory Arrow''. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99-2 Model 2 Kai==&lt;br /&gt;
The iconic ''World Witches'' version of the [[Type 99 cannon|Type 99]] cannon only gets a cameo in ''Operation Victory Arrow'', prominently held by Yoshika Miyafuji in the opening credits. With Yoshika having drained her magic, and Mio having aged out, there aren't any Fuso witches that appear who are capable of using it, at present. For the rather lengthy technical explanation of the witches' Type 99-2 Model 2 Kai variant, [[Strike Witches#Type 99-2 Model 2 Kai|see its first season entry]].&lt;br /&gt;
&lt;br /&gt;
[[image:Type_99-1.jpg|thumb|none|400px|Type 99 Mark 1 in pintle mount configuration - 20x72mm RB]]&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:SWovaT991.jpg|600px|thumb|none|A fairly close shot of the Type 99's receiver. (OP)]]&lt;br /&gt;
[[Image:SWovaT992.jpg|600px|thumb|none|Early-Season-2-era Yoshika flies along the clouds in Mio's old A6M3 striker, recognizable by its blue diagonal fuselage stripe and two horizontal tail stripes. Yoshika's original Season-1-era A6M3, which was sacrificed at the end of ''Strike Witches'', had a yellow vertical fuselage stripe and a clean tail. (OP)]]&lt;br /&gt;
[[Image:SWovaT993.jpg|600px|thumb|none|Yoshika and her Type 99 silhouetted against a cumulonimbus cloud in the distance. (OP)]]&lt;br /&gt;
[[Image:SWovaT994.jpg|600px|thumb|none|Late-Season-2-era Yoshika zooms up from the cliffs when she's properly introduced in the credits, Type 99 in hand. (OP)]]&lt;br /&gt;
[[Image:SWovaT995.jpg|600px|thumb|none|The J7W1 Shinden's canards have been turned into vertical stabilizers in striker form, which makes a certain amount of sense; improved directional stability is preferable, as that's presumably a striker's weakest axis. Horizontal surfaces that far back may also hamper a witch's ability to manoeuvre, as witches primarily pitch with their legs. Strikers do in fact have functional ailerons for roll. (OP)]]&lt;br /&gt;
[[Image:SWovaT996.jpg|600px|thumb|none|Another good shot of the Type 99 as Yoshika climbs to rejoin the Strike Witches. (OP)]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Fliegerhammer==&lt;br /&gt;
In ''St. Trond's Thunder'', Ursula Hartmann uses the rocket launcher she herself designed, the nine-barrel Fliegerhammer; Aleksandra Litvyak is also seen with one in the opening credits. The Fliegerhammer was inspired by (both in-universe and out) the [[Luftfaust|Fliegerfaust]], while its boxy shape is reminiscent of the [[M202 FLASH]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|''Replica'' Fliegerfaust B with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:SWovaFH1.jpg|600px|thumb|none|Sanya aims her Fliegerhammer in the opening credits. (OP)]]&lt;br /&gt;
[[Image:SWovaFH2.jpg|600px|thumb|none|Consistent with its previous depictions, the launch order is (shooter's perspective) top row to bottom row, right to left. This is very sensible, as this order ensures the Fliegerfaust's centre of gravity is always as low and as close to the shooter as possible. (OP)]]&lt;br /&gt;
[[Image:SWovaFH3.jpg|600px|thumb|none|A barrage of nine rockets bails Erica out of a sticky situation. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH4.jpg|600px|thumb|none|Ursula arrives with perfect timing. Although the launcher is now empty, good trigger disciple is always commendable. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH5.jpg|600px|thumb|none|One Hartmann dives down to help the other, as Erica has suffered a double engine flameout from messing with the Me 262's throttle too much. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH6.jpg|600px|thumb|none|Ursula ditches the empty launcher so she can assist her twin. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
Along with the Bren and Boys, Perrine's hidden armoury also contains a [[PIAT]], with three rounds, which Perrine brings in addition to her Bren.&lt;br /&gt;
&lt;br /&gt;
[[Image:Piat gun loaded.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:SWovaPIAT1.jpg|600px|thumb|none|Perrine's PIAT makes its combat debut, with a close-up of the first shaped charge firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT2.jpg|600px|thumb|none|A rather badass stitched image of Perrine showing up to rescue Julius, having just fired the PIAT. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT3.jpg|600px|thumb|none|After ditching her Bren and taking cover, Perrine recocks the PIAT's spring by hand, showing off witches' enhanced strength; the PIAT has a draw weight of 90kg / 200lbs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT4.jpg|600px|thumb|none|Loading the second shaped charge into the launcher. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT5.jpg|600px|thumb|none|Perrine gives Julius a reassuring smile as they prepare to make another escape attempt. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT6.jpg|600px|thumb|none|Taking aim at the three-headed Neuroi... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT7.jpg|600px|thumb|none|...and firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT8.jpg|600px|thumb|none|Knocked backward by a beam blast, Perrine loses the PIAT, and can't retrieve it due to her injured leg. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT9.jpg|600px|thumb|none|Julius braves Neuroi fire without any ability to raise a shield, and brings the launcher back to Perrine. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT10.jpg|600px|thumb|none|Perrine recocks the PIAT with her good leg. The PIAT is supposed to recock itself automatically after each shot, but in reality this wasn't always reliable. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT11.jpg|600px|thumb|none|With Lynette now on the scene, Perrine takes aim at the top of the water tower the Neuroi is hiding in. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT12.jpg|600px|thumb|none|The last shaped charge is fired, blowing a hole in the top of the building large enough for Lynette to hit the water pipe with her Boys. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Autocannons=&lt;br /&gt;
==MG 151==&lt;br /&gt;
Night witch Heidemarie Schnaufer uses an [[MG 151 cannon|MG 151]] cannon as her weapon of choice; she is only seen using a training MG 151 in ''Operation Victory Arrow''. Similar to the other large cannons wielded by witches, the MG 151 has been modified with a top-mounted vertical pistol grip, a horizontal grip for the off-hand, and a detachable drum magazine; the weapon is otherwise essentially unmodified.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg15120.jpg|thumb|none|400px|MG 151 - 20x82mm]]&lt;br /&gt;
[[File:SWovaMG1511.jpg|thumb|none|600px|Heidemarie races along the river in pursuit of Minna, giving a fairly clear look at the top of her MG 151. The two added grips and detachable drum magazine (left-feed) are all visible here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1512.jpg|thumb|none|600px|As Heidemarie zooms past Erica and Gertrud, the distinctive sight assembly of the MG 151 can be made out here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1513.jpg|thumb|none|600px|Heidemarie exchanges fire with Minna, in a high speed chase. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1514.jpg|thumb|none|600px|Aiming the cannon... (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1515.jpg|thumb|none|600px|...and firing. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1516.jpg|thumb|none|600px|Some residual muzzle flash, as well as a fantastic look at Heidemarie's Bf 110 G-4 striker. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==MK 214==&lt;br /&gt;
A MK 214 cannon was brought by Ursula to St. Trond for testing, alongside a refined version of the Me 262 Schwalbe jet striker. This massive cannon fires the same 50x419mmR rounds as the BK 5 that appeared in ''Strike Witches 2'', and though visually they are very similar, they are not the same weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaMK2141.jpg|thumb|none|600px|Ursula introduces the BK 214, referring to it by name. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2142.jpg|thumb|none|600px|As Gertrud readies for take off, Ursula lists two pieces of advice that also apply to the real Me 262: Do not adjust the throttle until airborne, and to prevent the engines from stalling, do not rapidly accelerate or decelerate. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2143.jpg|thumb|none|600px|As Gertrud tests the striker and the cannon, Erica comments about how long it takes to accelerate and to climb, and how it has a poor turn radius, while Ursula points out that it has a very high max speed and can carry significant firepower. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2144.jpg|thumb|none|600px|Shaken by Minna's scream over comms, Erica takes the 262 and 50mm cannon and makes a rather dramatic entrance. Look at that goddamn muzzle blast. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2145.jpg|thumb|none|600px|Despite being loaded with non-explosive AP shells, the sheer power of the cannon causes several small types around the one directly hit to also shatter. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2146.jpg|thumb|none|600px|Having never flown a jet striker before, and evidently not having paid attention to Ursula's briefing, Erica causes both engines to suffer compression stalls by adjusting the throttle too rapidly. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2147.jpg|thumb|none|600px|Twin sister to the rescue! This also gives a good sense of how massive the MK 214 is. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2148.jpg|thumb|none|600px|Ursula has Erica practice breathing exercises as she tries to coax her into restarting the Me 262's engines. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2149.jpg|thumb|none|600px|The Hartmann twins speed towards Minna. Ursula is using an He 162 Spatz jet striker. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21410.jpg|thumb|none|600px|Erica and Ursula make yet another perfectly-timed entrance, obliterating the last four small-types with a single shot. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21411.jpg|thumb|none|600px|Minna tracks the main Neuroi inside the cloud with her spatial awareness ability, and provides precise targeting for Erica to fire into the cloud. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21412.jpg|thumb|none|600px|Most of its &amp;quot;wing&amp;quot; blown off by the previous shot, the Neuroi leaves the cloud and tries to escape, but it doesn't stand a chance. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
=506th Joint Fighter Wing, Noble Witches cameo=&lt;br /&gt;
Four members of the Noble Witches appear in the smallest of cameos, as simple silhouettes flying far overhead. Given the composition of the 506th, this is certainly A-unit, stationed in Sedan, comprising of Heinrike Prinzessin zu Sayn-Wittgenstein (MG 151), Adriana Visconti (MG 42, or a ''pair'' of Fliegerhammers), Kunika Kuroda (MG 42), and Isabelle du Monceau de Bergendal (Boys). These four, plus Noble Witches commanding officer Rosalie de Hemricourt de Grunne, all make ''proper'' cameos in ''Strike Witches: The Movie''.&lt;br /&gt;
&lt;br /&gt;
[[File:SWova506th.jpg|thumb|none|600px|Four contrails soar over the Gallian countryside. Formed after the liberation of Gallia in September, 1944 to protect Gallia, the brass had originally wanted Perrine to command the 506th, however she turned down the offer, preferring to focus on rebuilding Gallia. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle-Mounted &amp;amp; Stationary Weapons=&lt;br /&gt;
==Breda-SAFAT 12.7mm machine gun==&lt;br /&gt;
A pair of Piaggio P.108B bombers are seen having attempted to take out the Neuroi on Delos in Edytha Neumann's briefing, however both were destroyed. The P.108B is armed with a total of six [[Breda-SAFAT machine gun|Breda-SAFAT machine guns]] chambered in 12.7mm, with one nose gunner, one ventral gunner, and a twin turret in each outboard engine nacelle, controlled remotely.&lt;br /&gt;
&lt;br /&gt;
[[File:12.7mmBreda-SAFAT.jpg|thumb|none|400px|Breda-SAFAT machine gun - 12.7x81mmSR]]&lt;br /&gt;
[[File:SWovaBreda-SAFAT.jpg|thumb|none|600px|Only the ventral turret of each P.108 is visible from this angle, and the turrets are currently retracted. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
Having aged out of her magic, Mio Sakamoto is seen flying an A6M3 Reisen in the opening credits. The Zero is armed with a pair of [[Vickers#Type 97 Aircraft Machine Gun|Type 97 aircraft machine guns]] in the engine cowling, as well as a pair of Type 99 cannons in the wings.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:SWovaT971.jpg|thumb|none|600px|Mio fires her Type 97 MGs at the Neuroi. (OP)]]&lt;br /&gt;
[[File:SWovaT972.jpg|thumb|none|600px|Mio pulls away after the run, Neuroi shards sent flying. The muzzle of one of the Type 97s can be seen just behind the black cowling. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
In addition to its Type 97 MGs, the A6M is armed with a [[type 99 cannon|Type 99]] cannon in each wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:SWovaT973.jpg|thumb|none|600px|The muzzle ports for the Type 99s ''should'' be visible here, in the larger square panels along the leading edge; it seems they weren't modelled, though they'd only be visible for a couple frames. The Type 97s are, however, very visible here. (OP)]]&lt;br /&gt;
[[File:SWovaT974.jpg|thumb|none|600px|Mio in the cockpit of her A6M3, the same model she used to fly in striker form. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
A Tiger I is seen in the opening credits, and while they're not visible from the rear, it would be armed with a pair of [[MG34|MG 34 Panzerlauf]] variants, one in the coaxial mount, one hull-mounted, as well as its 8.8cm KwK 36 main cannon. This Tiger is actually an early-production H1 variant, specifically Tiger 100, complete with &amp;quot;100&amp;quot; and white elephant markings. In reality, Tiger 100 was captured intact by the Russians late in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG 34 Panzerlauf with stock fitted - 7.92mm Mauser]]&lt;br /&gt;
[[File:SWovaMG34V.jpg|thumb|none|600px|The difference between early-production H1s and the more iconic later version was the pair of storage boxes on the sides of the turret (as opposed to one in the rear), and the lack of any armoured side skirts. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
A trio of the iconic &amp;quot;eighty-eights&amp;quot; are seen somewhere in (presumably) Karlsland in the opening credits.&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[File:SWova88.jpg|thumb|none|600px|Gertrud, Erica, and Minna at a base defended by a few FlaK guns. Note the two-piece barrels. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
St. Trond airbase is heavily defended by large AA batteries which appear to be oversized twin-mounted [[Bofors 40mm|Bofors]] guns.&lt;br /&gt;
&lt;br /&gt;
[[File:BoforsTwin.jpg|thumb|none|400px|Bofors 40mm L/60 twin mounting - 40x311mmR]]&lt;br /&gt;
[[File:SWovaB1.jpg|thumb|none|600px|The castle-style main part of the base features a twin AA gun on each turret, as well as two more along the front wall; the opposite side presumably has another two, making for a total of twelve twin cannons. (Ep.1)]]&lt;br /&gt;
[[File:SWovaB2.jpg|thumb|none|600px|A closer shot of some of the cannons, as Gertrud and Minna sortie. The distinctive barrels of the Bofors are visible here, albeit significantly larger. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==2cm Flakvierling 38==&lt;br /&gt;
The Brave Witches' small frontline base near Petersburg is defended by three [[2cm FlaK 38#Flakvierling 38|Flakvierling 38]] quad-cannons. As ''[[Brave Witches]]'' is set before ''Strike Witches 2'', this scene takes place much later than the events of ''Brave Witches''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[File:SWovaFV.jpg|thumb|none|600px|Three Flakvierling 38s sit at the perimeter of the outpost, as Aleksandra Pokryshkin, Nikka Katajainen, Sanya, and Eila play cards on the deck. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Naval Weapons==&lt;br /&gt;
Assorted AA guns and cannons are seen on military ships and armed merchantmen.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaN1.jpg|thumb|none|600px|Left to right: an ''Iowa''-class battleship, ''Bismarck'', IJN ''Yamato'', and two ''King George V''-class battleships. (OP)]]&lt;br /&gt;
[[File:SWovaN2.jpg|thumb|none|600px|(OP)]]&lt;br /&gt;
[[File:SWovaN3.jpg|thumb|none|600px|With Mio having lost her magic, so to did her personally forged katana, Reppumaru, which is now simply an ordinary sword. (OP)]]&lt;br /&gt;
[[File:SWovaN4.jpg|thumb|none|600px|A variety of weapons are visible in an overhead shot of a Liberty Ship: these typically carried a five-inch gun astern, two 3-inch guns, and a number of [[Oerlikon 20mm Cannon]]s. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN5.jpg|thumb|none|600px|Sinking of what appears to be an Italian ''Navigatori''-class destroyer. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN6.jpg|thumb|none|600px|A shot of the bow gun tub containing one of the 20mm Oerlikons with two more visible back from it. The Liberty Ship is here identified as ''Peter Skene Ogden'', a vessel named for a Canadian explorer and fur trader. The real ship was torpedoed off Algeria in February 1944 by the submarine U-969 along with her sister ''George Cleeve'', both beaching but being declared total losses and scrapped. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN7.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN8.jpg|thumb|none|600px|A ''Navigatori''-class destroyer fires its 4.7-inch bow gun, with the ''Littorio''-class battleship ''Roma'' in the foreground. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN10.jpg|thumb|none|600px|A bow view of a Liberty Ship. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
{{Strike Witches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279401</id>
		<title>Strike Witches: Operation Victory Arrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279401"/>
		<updated>2019-06-18T09:26:03Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Naval Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Strike-Witches-OVA.jpg|thumb|right|300px|''Strike Witches: Operation Victory Arrow'' (2014-2015)]]&lt;br /&gt;
&lt;br /&gt;
In July of 1945, the 501st Joint Fighter Wing and allied naval fleet destroyed the Neuroi hive over Venezia, liberating the country (the climatic events of ''[[Strike Witches 2]]''). After this victory the 501st JFW was disbanded. Most Strike Witches members were reassigned to fronts in or around their homelands, while Yoshika Miyafuji has entirely retired from service due to draining her magic reserves in order to destroy the hive over Venezia, and is now living a quiet, ordinary civilian life; Mio Sakamoto remains in IFN service, though as she's aged out of her magic abilities, Mio is no longer a witch.&lt;br /&gt;
&lt;br /&gt;
''Operation Victory Arrow'' primarily follows three groups of Strike Witches members across its three episodes. ''St. Trond's Thunder'' is set half a month after the end of ''Strike Witches 2'', with Minna-Dietlinde Wilcke, Gertrud Barkhorn, and Erica Hartmann, along with night witch Heidemarie W. Schnaufer stationed at St. Trond airbase in the Kingdom of Belgica; they're also joined by Erica's twin sister, the genius engineer Ursula Hartmann. ''Goddess of the Aegean Sea'' involves the continued adventures of Francesca Lucchini and Charlotte Yeager, joined by Hanna-Justina Marseille and Raisa Pöttgen, as they attempt to take out a stubborn Neuroi that's hiding ''inside'' the island of Delos, and save the ancient Greek ruins on the island; the commander of all witch forces in Africa, Edytha Neumann, as well as Erwin Rommel himself also appear. ''Arnhem Bridge'' follows Pierrette-Henriette Clostermann and Lynette Bishop, along with Amelie Planchard as they continue to aid in rebuilding Gallia after its liberation in September, 1944 [[Strike Witches|at the end of the first season]]; the story primarily revolves around the orphaned Dutch children Julius and Rose, who Perrine takes into her care.&lt;br /&gt;
&lt;br /&gt;
Additionally, each episode features a short post-credits scene of Yoshika receiving or sending a letter to the witches featured in that episode. The last episode also features a post-credits cameo of Eila Juutilainen and Aleksandra Litvyak visiting the Brave Witches' frontline base, as well as Mio Sakamoto working on a certain pet project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chronologically, ''Operation Victory Arrow'' takes place after ''[[Strike Witches 2]]'', and is followed by ''[[Strike Witches: The Movie]]'', which was released before ''OVA'', in 2012.&lt;br /&gt;
&lt;br /&gt;
For more in-depth explanations of the lore and setting of the ''World Witches'' universe, [[Strike Witches|see the first season's page.]]&lt;br /&gt;
&lt;br /&gt;
'''''Warning: Some descriptions and images are spoilers for the series, read at your own risk.'''''&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Gendarmerie Sidearm==&lt;br /&gt;
A member of the Gendarmerie Nationale in Pas-de-Calais chases after Julius, an orphaned refugee from the Netherlands who stole some cold medicine for his little sister Rose. Given the variety of possible sidearms available at the time, it's impossible to say for sure what's in his holster.&lt;br /&gt;
&lt;br /&gt;
[[Image:SWovaG1.jpg|600px|thumb|none|The gendarme chases Julius around the dockyard. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaG2.jpg|600px|thumb|none|Running into Lynette, he gives her a salute and explains the situation. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
In a flashback to the beginning of the Neuroi invasion, a group of Dutch civilians attempt to hold back the Neuroi on a bridge at Arnhem, Netherlands, armed with nothing but [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|double barrel shotguns]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|400px|Browning 5.25 O/U - 12 gauge]]&lt;br /&gt;
[[Image:SWovaOU1.jpg|600px|thumb|none|The civilians attempting to hold the line long enough to evacuate their children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU2.jpg|600px|thumb|none|A much younger Julius talking to his father, as a tiny Rose lies beside him in the truck. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU3.jpg|600px|thumb|none|Julius's dad tells him not to worry, saying the witches will show up soon and drive the Neuroi back. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU4.jpg|600px|thumb|none|The truck prepares to leave, as the defenders wait for the inevitable assault. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU5.jpg|600px|thumb|none|A father waves goodbye to his children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU6.jpg|600px|thumb|none|But the witches never did show up in time... (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==StG 44 with Krummlauf==&lt;br /&gt;
Ursula Hartmann arrives at the St. Trond base with loads of gifts and equipment to test, among them is an [[Sturmgewehr 44|StG 44]] fitted with a Krummlauf (curved barrel) attachment. A witch needing to shoot around corners ''in the sky'' seems rather questionable, but that's also the point of this scene, with a bunch of Ursula's fancy tech being various levels of silly. All of them are based on or inspired by real world experimental German tech, and are included in this same entry.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|StG 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:SWovaStG441.jpg|600px|thumb|none|Erica looking rather confused at her sister's StG 44. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG442.jpg|600px|thumb|none|Next up is a miniaturized version of the Ru 344 X-4 wire-guided air-to-air missile. Despite Erica's reaction, this is would definitely have potential, as it did in reality. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG443.jpg|600px|thumb|none|A flying flamethrower sure seems odd (though they were combat tested in reality on He 111s, Ju 88s, and Do 17s), but as Neuroi are made of a ceramic-like material that is hard but brittle, and thus susceptible to rapid temperature changes, a flamethrower might actually be useful. ''Maybe.'' (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG444.jpg|600px|thumb|none|A sonic cannon, complete with cork earplugs; very Luft '46. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG445.jpg|600px|thumb|none|Of course, what Ursula actually came to test (again) is the Me 262 jet striker, its blueprints seen here. Note that everything is written in German; native languages seen in written form is consistently used in the series, which makes sense as the characters are only speaking Japanese ''for the audience'', but in-universe they (in this case) would all be speaking German. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG446.jpg|600px|thumb|none|Ursula tests the X-4 missile in official artwork; note her Fw 190 A-8 striker. (Art)]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Boys Mk I*==&lt;br /&gt;
Lynette Bishop continues to use a [[Boys anti-tank rifle|Boys Mk I*]] as her signature weapon, though in an ironic twist in terms of nationality, in ''Arnhem Bridge'' she uses one borrowed from Perrine.&lt;br /&gt;
&lt;br /&gt;
[[File:BoysRifle.55.jpg|thumb|none|400px|Boys Mk I* - .55 Boys (13.9x99mm B)]]&lt;br /&gt;
[[Image:SWovaBoys1.jpg|600px|thumb|none|Cover artwork for ''Arnhem Bridge''. (Art)]]&lt;br /&gt;
[[Image:SWovaBoys2.jpg|600px|thumb|none|Every good mansion has a hidden armoury opened with a tilting book, after all. Perrine even keeps a Boys rifle handy, due to how much Lynette is around. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys3.jpg|600px|thumb|none|The cavalry has arrived! (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys4.jpg|600px|thumb|none|The three-headed Neuroi takes cover in a water tower. The large hole in the bridge was from when it broke through minutes earlier, however that crater to the right of the tower was already there, and is exactly where Julius's father and the other civilians were defending the bridge... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys5.jpg|600px|thumb|none|Lynette notes she can't hit the Neuroi accurately when it's hiding in the tower. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys6.jpg|600px|thumb|none|The entrenched Neuroi opens fire, forcing Lynette to block. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys7.jpg|600px|thumb|none|Lynette fires off a few shots with her Boys while evading beams, and scores a hit on one of its legs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys8.jpg|600px|thumb|none|However, as always the leg simply regenerates. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys9.jpg|600px|thumb|none|After Perrine blows off part of the tower with the PIAT, Lynette takes aim... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys10.jpg|600px|thumb|none|...and fires a massive 13.9mm bullet right through the main water pipe, dousing the Neuroi with water. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys11.jpg|600px|thumb|none|After Perrine electrocutes the Neuroi with her ''Tonnerre'' lightning, Lynette fires another shot to destroy the core. Beautiful teamwork. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys12.jpg|600px|thumb|none|A happy Lynette holds her rifle as she watches Perrine and Julius celebrate, in their own way. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S-18/1000==&lt;br /&gt;
The Pantaloni Rossi trio from the 504th JFW make a cameo in a slideshow briefing by Group Captain Edytha Neumann about the Neuroi on Delos; the Ardor Witches are seen attempting to attack it directly, with no success. As with ''Strike Witches 2'', Luciana Mazzei's [[Solothurn S-18 20mm Anti-Tank Rifle|Solothurn S-18/1000]] is instead depicted as a Boys rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solothurn.jpg|thumb|none|400px|Solothurn S-18/1000 - 20x138mmB]]&lt;br /&gt;
[[Image:SWovaS181.jpg|600px|thumb|none|Luciana fires her not-Solothurn, as Martina Crespi and Fernandia Malvezzi fire their MG 42s. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaS182.jpg|600px|thumb|none|Another angle of the trio, showing part of the island. For official artwork of Luciana's proper S-18/1000, [[Strike Witches 2#Solothurn S-18/1000| see the second season's page.]] (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk 1 (M)==&lt;br /&gt;
While Pierrette-Henriette Clostermann doesn't regularly carry around her [[Bren Gun|Bren Mk 1 (M)]] at this point, due to being well behind the lines aiding in rebuilding Gallia, her butler Jean-Paul had a hidden weapon locker installed in the Clostermann residence in case of emergency.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bren gun.JPG|thumb|none|400px|Bren Mk 1 (M) - .303 British]]&lt;br /&gt;
[[Image:SWovaBren1.jpg|600px|thumb|none|Promo poster for ''Arnhem Bridge''. Note Amelie using a Bren here; though she's not seen in combat in the episode, Amelie is one of the main characters of the ''One-Winged Witches'' manga, which also features Lynette's sister Wilma. (Art)]]&lt;br /&gt;
[[Image:SWovaBren2.jpg|600px|thumb|none|A stitched image of the bookcase armoury in all its glory. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren3.jpg|600px|thumb|none|Julius and Perrine run from a pack of land-based Neuroi in Arnhem. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren4.jpg|600px|thumb|none|Perrine turns and fires a burst into one of the Neuroi, destroying it. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren5.jpg|600px|thumb|none|The two continue to run through the ruins, more Neuroi in pursuit. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren6.jpg|600px|thumb|none|Caught in between two Neuroi, Perrine grabs Julius and jumps over one of them. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren7.jpg|600px|thumb|none|Having already destroyed the one they were jumping over, Perrine turns her Bren on the next one... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren8.jpg|600px|thumb|none|...destroying both before they hit the ground, complete with heroic landing pose. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren9.jpg|600px|thumb|none|Perrine holds her Bren one-handed as she watches the three-headed &amp;quot;boss&amp;quot; Neuroi wreck her jeep and block off the bridge. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren10.jpg|600px|thumb|none|Unable to do much else, Perrine holds the trigger down. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren11.jpg|600px|thumb|none|Perrine empties her Bren, but it has negligible effect on the behemoth. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren12.jpg|600px|thumb|none|Out of ammo, Perrine discards her Bren and runs the other way, the pair taking cover in a basement. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
Charlotte Yeager continues to use a [[Browning Automatic Rifle|BAR]] as her standard weapon, though she doesn't so much as fire a shot with it in ''Operation Victory Arrow'', opting to use bombs, unconventional methods, and her mastery of mechanical devices instead.&lt;br /&gt;
[[Image:BAR.jpg|thumb|400px|none|Browning M1918A2 - .30-06]]&lt;br /&gt;
[[Image:SWovaBAR1.jpg|600px|thumb|none|Cover artwork for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWovaBAR2.jpg|600px|thumb|none|Charlotte and Francesca prepare to leave the Lucchini family home on Sicily, as Charlotte asks Francesca's mother to mind her bike and luggage while they're gone; Shirley's motorcycle later features prominently in the episode's closing credits. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR3.jpg|600px|thumb|none|BAR strapped to her back, Charlotte asks Francesca why she's so intent of protecting Delos. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR4.jpg|600px|thumb|none|Francesca and Shirley carry a pair of bombs to use against the Delos Neuroi, escorted by Raisa Pöttgen and Hanna-Justina Marseille. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR5.jpg|600px|thumb|none|Charlotte holds up her bomb, showing the special carry device for witches. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR6.jpg|600px|thumb|none|Shirley catches Francesca after she got a little too aggressive. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR7.jpg|600px|thumb|none|A good shot of the M1918A2, as Francesca begs Shirley to try again, despite not having the firepower. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR8.jpg|600px|thumb|none|With no more options in front of them, the quartet are forced to return to base. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR9.jpg|600px|thumb|none|Shirley and Hanna fly over the fleet the next day. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR10.jpg|600px|thumb|none|Holding her BAR, Shirley dodges beams as she tries to reach the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR11.jpg|600px|thumb|none|Charlotte makes her approach to the ship... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR12.jpg|600px|thumb|none|...and drops her BAR on the deck on landing; her planned tool of choice isn't actually a weapon, but the ship's winch. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The Liberion-made [[Browning M1919A6]], modified with a fixed and easily swappable ammo box, remains Francesca Lucchini's weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1919a6.jpg|thumb|none|400px|Browning M1919A6 - .30-06]]&lt;br /&gt;
[[Image:SWova19191.jpg|600px|thumb|none|Promo poster for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWova191922.jpg|600px|thumb|none|The Lucchini vineyard in Sicily, where the pair have been on vacation for a few weeks. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19193.jpg|600px|thumb|none|Browning slung across her back, Francesca bids her mother farewell as she embarks on another adventure. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19194.jpg|600px|thumb|none|Shirley and Francesca check their bombs while waiting for the opportune moment on the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19195.jpg|600px|thumb|none|Francesca holds her M1919A6, shocked that the Neuroi saw the bombs coming and swatted them out of the air with a pair of beam blasts. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19196.jpg|600px|thumb|none|A very determined Francesca presses on harder and harder to get to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19197.jpg|600px|thumb|none|The next day, Raisa and Francesca fly over the fleet, with Francesca using the handle on the ammo box as a grip, as usual. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19198.jpg|600px|thumb|none|Francesca drops in with a shield to protect Shirley and her winch cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19199.jpg|600px|thumb|none|A great side shot of the M1919A6, as Francesca zooms along ahead of Charlotte, leading her safely to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191910.jpg|600px|thumb|none|Once the Neuroi realizes it's caught in the mechanical noose, it tries to attack the cable, leaving the witches to defend it with shields. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191911.jpg|600px|thumb|none|Francesca and Raisa harass the sea-serpent-looking Neuroi with fire, as Shirley and Hanna drag it out. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191912.jpg|600px|thumb|none|A wonderful stitched shot of Raisa and Francesca, as the Neuroi is finally pulled from its cave. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The Africa-based witches Hanna-Justina Marseille and Raisa Pöttgen of the 31st JFS, as well as Edytha Neumann, commanding officer of all witches in the African theatre, all use the [[MG34|MG 34]] as their weapon of choice, as opposed to the MG 42 preferred by Karlsland witches in Europe.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg-34man-portable.jpg|thumb|none|400px|MG 34 - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG341.jpg|600px|thumb|none|Hanna-Justina lays down fire on the Neuroi to keep it occupied while Charlotte prepares the winch. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG342.jpg|600px|thumb|none|Hanna fires her MG 34 inverted, while dodging more beams. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG343.jpg|600px|thumb|none|Hanna discovers her MG 34 is quite good at damaging the Neuroi's headdress-looking fins, severely weakening its ability to shoot beams (until it regenerates). (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG344.jpg|600px|thumb|none|On Rommel's orders, Raisa and Francesca move up to assist. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG345.jpg|600px|thumb|none|The two Strike Witches and two Storm Witches move in on the Neuroi, showing some great detail on Hanna's MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG346.jpg|600px|thumb|none|Hanna takes aim with her MG 34, fires a few short, controlled bursts, and ''utterly demolishes'' the Neuroi's laser fins. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG347.jpg|600px|thumb|none|Raisa dives in to take over shield duty from Francesca. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG348.jpg|600px|thumb|none|Tina (as Raisa calls her) showing good trigger discipline as a new ally enters the battle... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG349.jpg|600px|thumb|none|...Erwin Rommel himself, flying his personal Fi 156 Storch, escorted by Edytha Neumann and her MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3410.jpg|600px|thumb|none|Hanna and Raisa watch as Rommel jump-starts the winch generator with a pair of jumper cables attached to his Fi 156. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3411.jpg|600px|thumb|none|With the Neuroi fighting fiercely against the winch, Hanna's MG 34 joins Shirley's BAR on the deck as the pair of them move to pull the cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3412.jpg|600px|thumb|none|The Neuroi now extracted from its den, Edytha orders the fleet to open fire. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The witch-version [[MG42|MG 42]], modified to use Patronentrommel 34 drums, continues to be used by all the usual witches, such as the Karlsland trio, Eila Juutilainen, and some of the Ardor Witches.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG 42 - 7.92mm Mauser]]&lt;br /&gt;
[[File:MG34 Patronentrommel34.jpg|thumb|none|400px|MG 34 with Patronentrommel 34 for reference - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG421.jpg|600px|thumb|none|Cover artwork for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG422.jpg|600px|thumb|none|Promo poster for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG423.jpg|600px|thumb|none|Eila Juutilainen effortlessly dodging beams in the opening credits; Eila is not otherwise seen in combat in ''Operation Victory Arrow''. (OP)]]&lt;br /&gt;
[[Image:SWovaMG424.jpg|600px|thumb|none|Erica Hartmann fires a training MG 42 in the skies over Belgica. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4255.jpg|600px|thumb|none|Gertrud Barkhorn returns fire with her own pair of training MG 42s. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG426.jpg|600px|thumb|none|Erica's MG 42, uniform, and Bf 109 K-4 striker sit by a river as she takes a break. Note the distinctive Hartmann black tulip paint scheme. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG427.jpg|600px|thumb|none|Flying fast and low, Minna-Dietlinde Wilcke trades fire with Heidemarie Schnaufer. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG428.jpg|600px|thumb|none|With the base's Neuroi alarm sounding, Gertrud and Minna take off to investigate. Erica is currently grounded due to her striker being broken, as a result of the failed test of Ursula's Bf 109 Zwei Link paired striker; it was entirely Erica's fault. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG429.jpg|600px|thumb|none|As the Neuroi emerges, Gertrud opens fire; the ''dirndl'' was a gift from Ursula, and Trude was unlucky enough to be trying it on when the scramble alarm sounded. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4210.jpg|600px|thumb|none|Minna hipfires at the Neuroi, discovering its armour is too strong for bullets at that range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG42111.jpg|600px|thumb|none|Trude and Minna play defensively as they brainstorm how to deal with the troublesome Neuroi. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4212.jpg|600px|thumb|none|Minna's MG 42 dumps brass as she harasses it from range, causing it to retreat back into the cloud. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4213.jpg|600px|thumb|none|Gertrud suggests they return to base and retrieve the MK 214 cannon and Me 262, as it would be effective at such a range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4214.jpg|600px|thumb|none|Minna stays to keep the Neuroi occupied, but a powerful blast hit hits her shield hard, and her chilling scream knocks some sense into Erica, who's been sulking back at base, listening to the battle on comms. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4215.jpg|600px|thumb|none|Gertrud makes a run for St. Trond, asking the base to ready the jet striker and cannon, and to load the latter with armour-piercing shells. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4216.jpg|600px|thumb|none|Dropping back to distract the small-types, Gertrud does a slo-mo flip over one and blasts it to bits. They may be &amp;quot;small-types&amp;quot;, but Trude being within an arm's reach of one shows it's still pretty darn big. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4217.jpg|600px|thumb|none|Alone and almost out of ammo, Minna empties her MG 42 into the group of small-types bearing down on her. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4218.jpg|600px|thumb|none|Fernandia Malvezzi with her MG 42, in Edytha Neumann's briefing. The Romagna trio appearing like this makes the MG 42 the only weapon to show up in more than one episode of ''Operation Victory Arrow''. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99-2 Model 2 Kai==&lt;br /&gt;
The iconic ''World Witches'' version of the [[Type 99 cannon|Type 99]] cannon only gets a cameo in ''Operation Victory Arrow'', prominently held by Yoshika Miyafuji in the opening credits. With Yoshika having drained her magic, and Mio having aged out, there aren't any Fuso witches that appear who are capable of using it, at present. For the rather lengthy technical explanation of the witches' Type 99-2 Model 2 Kai variant, [[Strike Witches#Type 99-2 Model 2 Kai|see its first season entry]].&lt;br /&gt;
&lt;br /&gt;
[[image:Type_99-1.jpg|thumb|none|400px|Type 99 Mark 1 in pintle mount configuration - 20x72mm RB]]&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:SWovaT991.jpg|600px|thumb|none|A fairly close shot of the Type 99's receiver. (OP)]]&lt;br /&gt;
[[Image:SWovaT992.jpg|600px|thumb|none|Early-Season-2-era Yoshika flies along the clouds in Mio's old A6M3 striker, recognizable by its blue diagonal fuselage stripe and two horizontal tail stripes. Yoshika's original Season-1-era A6M3, which was sacrificed at the end of ''Strike Witches'', had a yellow vertical fuselage stripe and a clean tail. (OP)]]&lt;br /&gt;
[[Image:SWovaT993.jpg|600px|thumb|none|Yoshika and her Type 99 silhouetted against a cumulonimbus cloud in the distance. (OP)]]&lt;br /&gt;
[[Image:SWovaT994.jpg|600px|thumb|none|Late-Season-2-era Yoshika zooms up from the cliffs when she's properly introduced in the credits, Type 99 in hand. (OP)]]&lt;br /&gt;
[[Image:SWovaT995.jpg|600px|thumb|none|The J7W1 Shinden's canards have been turned into vertical stabilizers in striker form, which makes a certain amount of sense; improved directional stability is preferable, as that's presumably a striker's weakest axis. Horizontal surfaces that far back may also hamper a witch's ability to manoeuvre, as witches primarily pitch with their legs. Strikers do in fact have functional ailerons for roll. (OP)]]&lt;br /&gt;
[[Image:SWovaT996.jpg|600px|thumb|none|Another good shot of the Type 99 as Yoshika climbs to rejoin the Strike Witches. (OP)]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Fliegerhammer==&lt;br /&gt;
In ''St. Trond's Thunder'', Ursula Hartmann uses the rocket launcher she herself designed, the nine-barrel Fliegerhammer; Aleksandra Litvyak is also seen with one in the opening credits. The Fliegerhammer was inspired by (both in-universe and out) the [[Luftfaust|Fliegerfaust]], while its boxy shape is reminiscent of the [[M202 FLASH]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|''Replica'' Fliegerfaust B with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:SWovaFH1.jpg|600px|thumb|none|Sanya aims her Fliegerhammer in the opening credits. (OP)]]&lt;br /&gt;
[[Image:SWovaFH2.jpg|600px|thumb|none|Consistent with its previous depictions, the launch order is (shooter's perspective) top row to bottom row, right to left. This is very sensible, as this order ensures the Fliegerfaust's centre of gravity is always as low and as close to the shooter as possible. (OP)]]&lt;br /&gt;
[[Image:SWovaFH3.jpg|600px|thumb|none|A barrage of nine rockets bails Erica out of a sticky situation. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH4.jpg|600px|thumb|none|Ursula arrives with perfect timing. Although the launcher is now empty, good trigger disciple is always commendable. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH5.jpg|600px|thumb|none|One Hartmann dives down to help the other, as Erica has suffered a double engine flameout from messing with the Me 262's throttle too much. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH6.jpg|600px|thumb|none|Ursula ditches the empty launcher so she can assist her twin. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
Along with the Bren and Boys, Perrine's hidden armoury also contains a [[PIAT]], with three rounds, which Perrine brings in addition to her Bren.&lt;br /&gt;
&lt;br /&gt;
[[Image:Piat gun loaded.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:SWovaPIAT1.jpg|600px|thumb|none|Perrine's PIAT makes its combat debut, with a close-up of the first shaped charge firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT2.jpg|600px|thumb|none|A rather badass stitched image of Perrine showing up to rescue Julius, having just fired the PIAT. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT3.jpg|600px|thumb|none|After ditching her Bren and taking cover, Perrine recocks the PIAT's spring by hand, showing off witches' enhanced strength; the PIAT has a draw weight of 90kg / 200lbs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT4.jpg|600px|thumb|none|Loading the second shaped charge into the launcher. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT5.jpg|600px|thumb|none|Perrine gives Julius a reassuring smile as they prepare to make another escape attempt. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT6.jpg|600px|thumb|none|Taking aim at the three-headed Neuroi... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT7.jpg|600px|thumb|none|...and firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT8.jpg|600px|thumb|none|Knocked backward by a beam blast, Perrine loses the PIAT, and can't retrieve it due to her injured leg. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT9.jpg|600px|thumb|none|Julius braves Neuroi fire without any ability to raise a shield, and brings the launcher back to Perrine. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT10.jpg|600px|thumb|none|Perrine recocks the PIAT with her good leg. The PIAT is supposed to recock itself automatically after each shot, but in reality this wasn't always reliable. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT11.jpg|600px|thumb|none|With Lynette now on the scene, Perrine takes aim at the top of the water tower the Neuroi is hiding in. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT12.jpg|600px|thumb|none|The last shaped charge is fired, blowing a hole in the top of the building large enough for Lynette to hit the water pipe with her Boys. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Autocannons=&lt;br /&gt;
==MG 151==&lt;br /&gt;
Night witch Heidemarie Schnaufer uses an [[MG 151 cannon|MG 151]] cannon as her weapon of choice; she is only seen using a training MG 151 in ''Operation Victory Arrow''. Similar to the other large cannons wielded by witches, the MG 151 has been modified with a top-mounted vertical pistol grip, a horizontal grip for the off-hand, and a detachable drum magazine; the weapon is otherwise essentially unmodified.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg15120.jpg|thumb|none|400px|MG 151 - 20x82mm]]&lt;br /&gt;
[[File:SWovaMG1511.jpg|thumb|none|600px|Heidemarie races along the river in pursuit of Minna, giving a fairly clear look at the top of her MG 151. The two added grips and detachable drum magazine (left-feed) are all visible here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1512.jpg|thumb|none|600px|As Heidemarie zooms past Erica and Gertrud, the distinctive sight assembly of the MG 151 can be made out here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1513.jpg|thumb|none|600px|Heidemarie exchanges fire with Minna, in a high speed chase. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1514.jpg|thumb|none|600px|Aiming the cannon... (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1515.jpg|thumb|none|600px|...and firing. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1516.jpg|thumb|none|600px|Some residual muzzle flash, as well as a fantastic look at Heidemarie's Bf 110 G-4 striker. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==MK 214==&lt;br /&gt;
A MK 214 cannon was brought by Ursula to St. Trond for testing, alongside a refined version of the Me 262 Schwalbe jet striker. This massive cannon fires the same 50x419mmR rounds as the BK 5 that appeared in ''Strike Witches 2'', and though visually they are very similar, they are not the same weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaMK2141.jpg|thumb|none|600px|Ursula introduces the BK 214, referring to it by name. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2142.jpg|thumb|none|600px|As Gertrud readies for take off, Ursula lists two pieces of advice that also apply to the real Me 262: Do not adjust the throttle until airborne, and to prevent the engines from stalling, do not rapidly accelerate or decelerate. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2143.jpg|thumb|none|600px|As Gertrud tests the striker and the cannon, Erica comments about how long it takes to accelerate and to climb, and how it has a poor turn radius, while Ursula points out that it has a very high max speed and can carry significant firepower. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2144.jpg|thumb|none|600px|Shaken by Minna's scream over comms, Erica takes the 262 and 50mm cannon and makes a rather dramatic entrance. Look at that goddamn muzzle blast. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2145.jpg|thumb|none|600px|Despite being loaded with non-explosive AP shells, the sheer power of the cannon causes several small types around the one directly hit to also shatter. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2146.jpg|thumb|none|600px|Having never flown a jet striker before, and evidently not having paid attention to Ursula's briefing, Erica causes both engines to suffer compression stalls by adjusting the throttle too rapidly. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2147.jpg|thumb|none|600px|Twin sister to the rescue! This also gives a good sense of how massive the MK 214 is. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2148.jpg|thumb|none|600px|Ursula has Erica practice breathing exercises as she tries to coax her into restarting the Me 262's engines. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2149.jpg|thumb|none|600px|The Hartmann twins speed towards Minna. Ursula is using an He 162 Spatz jet striker. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21410.jpg|thumb|none|600px|Erica and Ursula make yet another perfectly-timed entrance, obliterating the last four small-types with a single shot. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21411.jpg|thumb|none|600px|Minna tracks the main Neuroi inside the cloud with her spatial awareness ability, and provides precise targeting for Erica to fire into the cloud. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21412.jpg|thumb|none|600px|Most of its &amp;quot;wing&amp;quot; blown off by the previous shot, the Neuroi leaves the cloud and tries to escape, but it doesn't stand a chance. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
=506th Joint Fighter Wing, Noble Witches cameo=&lt;br /&gt;
Four members of the Noble Witches appear in the smallest of cameos, as simple silhouettes flying far overhead. Given the composition of the 506th, this is certainly A-unit, stationed in Sedan, comprising of Heinrike Prinzessin zu Sayn-Wittgenstein (MG 151), Adriana Visconti (MG 42, or a ''pair'' of Fliegerhammers), Kunika Kuroda (MG 42), and Isabelle du Monceau de Bergendal (Boys). These four, plus Noble Witches commanding officer Rosalie de Hemricourt de Grunne, all make ''proper'' cameos in ''Strike Witches: The Movie''.&lt;br /&gt;
&lt;br /&gt;
[[File:SWova506th.jpg|thumb|none|600px|Four contrails soar over the Gallian countryside. Formed after the liberation of Gallia in September, 1944 to protect Gallia, the brass had originally wanted Perrine to command the 506th, however she turned down the offer, preferring to focus on rebuilding Gallia. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle-Mounted &amp;amp; Stationary Weapons=&lt;br /&gt;
==Breda-SAFAT 12.7mm machine gun==&lt;br /&gt;
A pair of Piaggio P.108B bombers are seen having attempted to take out the Neuroi on Delos in Edytha Neumann's briefing, however both were destroyed. The P.108B is armed with a total of six [[Breda-SAFAT machine gun|Breda-SAFAT machine guns]] chambered in 12.7mm, with one nose gunner, one ventral gunner, and a twin turret in each outboard engine nacelle, controlled remotely.&lt;br /&gt;
&lt;br /&gt;
[[File:12.7mmBreda-SAFAT.jpg|thumb|none|400px|Breda-SAFAT machine gun - 12.7x81mmSR]]&lt;br /&gt;
[[File:SWovaBreda-SAFAT.jpg|thumb|none|600px|Only the ventral turret of each P.108 is visible from this angle, and the turrets are currently retracted. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
Having aged out of her magic, Mio Sakamoto is seen flying an A6M3 Reisen in the opening credits. The Zero is armed with a pair of [[Vickers#Type 97 Aircraft Machine Gun|Type 97 aircraft machine guns]] in the engine cowling, as well as a pair of Type 99 cannons in the wings.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:SWovaT971.jpg|thumb|none|600px|Mio fires her Type 97 MGs at the Neuroi. (OP)]]&lt;br /&gt;
[[File:SWovaT972.jpg|thumb|none|600px|Mio pulls away after the run, Neuroi shards sent flying. The muzzle of one of the Type 97s can be seen just behind the black cowling. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
In addition to its Type 97 MGs, the A6M is armed with a [[type 99 cannon|Type 99]] cannon in each wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:SWovaT973.jpg|thumb|none|600px|The muzzle ports for the Type 99s ''should'' be visible here, in the larger square panels along the leading edge; it seems they weren't modelled, though they'd only be visible for a couple frames. The Type 97s are, however, very visible here. (OP)]]&lt;br /&gt;
[[File:SWovaT974.jpg|thumb|none|600px|Mio in the cockpit of her A6M3, the same model she used to fly in striker form. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
A Tiger I is seen in the opening credits, and while they're not visible from the rear, it would be armed with a pair of [[MG34|MG 34 Panzerlauf]] variants, one in the coaxial mount, one hull-mounted, as well as its 8.8cm KwK 36 main cannon. This Tiger is actually an early-production H1 variant, specifically Tiger 100, complete with &amp;quot;100&amp;quot; and white elephant markings. In reality, Tiger 100 was captured intact by the Russians late in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG 34 Panzerlauf with stock fitted - 7.92mm Mauser]]&lt;br /&gt;
[[File:SWovaMG34V.jpg|thumb|none|600px|The difference between early-production H1s and the more iconic later version was the pair of storage boxes on the sides of the turret (as opposed to one in the rear), and the lack of any armoured side skirts. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
A trio of the iconic &amp;quot;eighty-eights&amp;quot; are seen somewhere in (presumably) Karlsland in the opening credits.&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[File:SWova88.jpg|thumb|none|600px|Gertrud, Erica, and Minna at a base defended by a few FlaK guns. Note the two-piece barrels. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
St. Trond airbase is heavily defended by large AA batteries which appear to be oversized twin-mounted [[Bofors 40mm|Bofors]] guns.&lt;br /&gt;
&lt;br /&gt;
[[File:BoforsTwin.jpg|thumb|none|400px|Bofors 40mm L/60 twin mounting - 40x311mmR]]&lt;br /&gt;
[[File:SWovaB1.jpg|thumb|none|600px|The castle-style main part of the base features a twin AA gun on each turret, as well as two more along the front wall; the opposite side presumably has another two, making for a total of twelve twin cannons. (Ep.1)]]&lt;br /&gt;
[[File:SWovaB2.jpg|thumb|none|600px|A closer shot of some of the cannons, as Gertrud and Minna sortie. The distinctive barrels of the Bofors are visible here, albeit significantly larger. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==2cm Flakvierling 38==&lt;br /&gt;
The Brave Witches' small frontline base near Petersburg is defended by three [[2cm FlaK 38#Flakvierling 38|Flakvierling 38]] quad-cannons. As ''[[Brave Witches]]'' is set before ''Strike Witches 2'', this scene takes place much later than the events of ''Brave Witches''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[File:SWovaFV.jpg|thumb|none|600px|Three Flakvierling 38s sit at the perimeter of the outpost, as Aleksandra Pokryshkin, Nikka Katajainen, Sanya, and Eila play cards on the deck. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Naval Weapons==&lt;br /&gt;
Assorted AA guns and cannons are seen on military ships and armed merchantmen.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaN1.jpg|thumb|none|600px|Left to right: an ''Iowa''-class battleship, ''Bismarck'', IJN ''Yamato'', and both ''King George V''-class battleships (HMS ''Prince of Wales'' and ''King George V''. (OP)]]&lt;br /&gt;
[[File:SWovaN2.jpg|thumb|none|600px|(OP)]]&lt;br /&gt;
[[File:SWovaN3.jpg|thumb|none|600px|With Mio having lost her magic, so to did her personally forged katana, Reppumaru, which is now simply an ordinary sword. (OP)]]&lt;br /&gt;
[[File:SWovaN4.jpg|thumb|none|600px|A variety of weapons are visible in an overhead shot of a Liberty Ship: these typically carried a five-inch gun astern, two 3-inch guns, and a number of [[Oerlikon 20mm Cannon]]s. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN5.jpg|thumb|none|600px|Sinking of what appears to be an Italian ''Navigatori''-class destroyer. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN6.jpg|thumb|none|600px|A shot of the bow gun tub containing one of the 20mm Oerlikons with two more visible back from it. The Liberty Ship is here identified as ''Peter Skene Ogden'', a vessel named for a Canadian explorer and fur trader. The real ship was torpedoed off Algeria in February 1944 by the submarine U-969 along with her sister ''George Cleeve'', both beaching but being declared total losses and scrapped. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN7.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN8.jpg|thumb|none|600px|A ''Navigatori''-class destroyer fires its 4.7-inch bow gun, with the ''Littorio''-class battleship ''Roma'' in the foreground. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN10.jpg|thumb|none|600px|A bow view of a Liberty Ship. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
{{Strike Witches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279400</id>
		<title>Strike Witches: Operation Victory Arrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279400"/>
		<updated>2019-06-18T09:25:20Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Naval Weapons */ 9 has no weapon visible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Strike-Witches-OVA.jpg|thumb|right|300px|''Strike Witches: Operation Victory Arrow'' (2014-2015)]]&lt;br /&gt;
&lt;br /&gt;
In July of 1945, the 501st Joint Fighter Wing and allied naval fleet destroyed the Neuroi hive over Venezia, liberating the country (the climatic events of ''[[Strike Witches 2]]''). After this victory the 501st JFW was disbanded. Most Strike Witches members were reassigned to fronts in or around their homelands, while Yoshika Miyafuji has entirely retired from service due to draining her magic reserves in order to destroy the hive over Venezia, and is now living a quiet, ordinary civilian life; Mio Sakamoto remains in IFN service, though as she's aged out of her magic abilities, Mio is no longer a witch.&lt;br /&gt;
&lt;br /&gt;
''Operation Victory Arrow'' primarily follows three groups of Strike Witches members across its three episodes. ''St. Trond's Thunder'' is set half a month after the end of ''Strike Witches 2'', with Minna-Dietlinde Wilcke, Gertrud Barkhorn, and Erica Hartmann, along with night witch Heidemarie W. Schnaufer stationed at St. Trond airbase in the Kingdom of Belgica; they're also joined by Erica's twin sister, the genius engineer Ursula Hartmann. ''Goddess of the Aegean Sea'' involves the continued adventures of Francesca Lucchini and Charlotte Yeager, joined by Hanna-Justina Marseille and Raisa Pöttgen, as they attempt to take out a stubborn Neuroi that's hiding ''inside'' the island of Delos, and save the ancient Greek ruins on the island; the commander of all witch forces in Africa, Edytha Neumann, as well as Erwin Rommel himself also appear. ''Arnhem Bridge'' follows Pierrette-Henriette Clostermann and Lynette Bishop, along with Amelie Planchard as they continue to aid in rebuilding Gallia after its liberation in September, 1944 [[Strike Witches|at the end of the first season]]; the story primarily revolves around the orphaned Dutch children Julius and Rose, who Perrine takes into her care.&lt;br /&gt;
&lt;br /&gt;
Additionally, each episode features a short post-credits scene of Yoshika receiving or sending a letter to the witches featured in that episode. The last episode also features a post-credits cameo of Eila Juutilainen and Aleksandra Litvyak visiting the Brave Witches' frontline base, as well as Mio Sakamoto working on a certain pet project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chronologically, ''Operation Victory Arrow'' takes place after ''[[Strike Witches 2]]'', and is followed by ''[[Strike Witches: The Movie]]'', which was released before ''OVA'', in 2012.&lt;br /&gt;
&lt;br /&gt;
For more in-depth explanations of the lore and setting of the ''World Witches'' universe, [[Strike Witches|see the first season's page.]]&lt;br /&gt;
&lt;br /&gt;
'''''Warning: Some descriptions and images are spoilers for the series, read at your own risk.'''''&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Gendarmerie Sidearm==&lt;br /&gt;
A member of the Gendarmerie Nationale in Pas-de-Calais chases after Julius, an orphaned refugee from the Netherlands who stole some cold medicine for his little sister Rose. Given the variety of possible sidearms available at the time, it's impossible to say for sure what's in his holster.&lt;br /&gt;
&lt;br /&gt;
[[Image:SWovaG1.jpg|600px|thumb|none|The gendarme chases Julius around the dockyard. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaG2.jpg|600px|thumb|none|Running into Lynette, he gives her a salute and explains the situation. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
In a flashback to the beginning of the Neuroi invasion, a group of Dutch civilians attempt to hold back the Neuroi on a bridge at Arnhem, Netherlands, armed with nothing but [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|double barrel shotguns]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|400px|Browning 5.25 O/U - 12 gauge]]&lt;br /&gt;
[[Image:SWovaOU1.jpg|600px|thumb|none|The civilians attempting to hold the line long enough to evacuate their children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU2.jpg|600px|thumb|none|A much younger Julius talking to his father, as a tiny Rose lies beside him in the truck. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU3.jpg|600px|thumb|none|Julius's dad tells him not to worry, saying the witches will show up soon and drive the Neuroi back. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU4.jpg|600px|thumb|none|The truck prepares to leave, as the defenders wait for the inevitable assault. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU5.jpg|600px|thumb|none|A father waves goodbye to his children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU6.jpg|600px|thumb|none|But the witches never did show up in time... (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==StG 44 with Krummlauf==&lt;br /&gt;
Ursula Hartmann arrives at the St. Trond base with loads of gifts and equipment to test, among them is an [[Sturmgewehr 44|StG 44]] fitted with a Krummlauf (curved barrel) attachment. A witch needing to shoot around corners ''in the sky'' seems rather questionable, but that's also the point of this scene, with a bunch of Ursula's fancy tech being various levels of silly. All of them are based on or inspired by real world experimental German tech, and are included in this same entry.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|StG 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:SWovaStG441.jpg|600px|thumb|none|Erica looking rather confused at her sister's StG 44. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG442.jpg|600px|thumb|none|Next up is a miniaturized version of the Ru 344 X-4 wire-guided air-to-air missile. Despite Erica's reaction, this is would definitely have potential, as it did in reality. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG443.jpg|600px|thumb|none|A flying flamethrower sure seems odd (though they were combat tested in reality on He 111s, Ju 88s, and Do 17s), but as Neuroi are made of a ceramic-like material that is hard but brittle, and thus susceptible to rapid temperature changes, a flamethrower might actually be useful. ''Maybe.'' (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG444.jpg|600px|thumb|none|A sonic cannon, complete with cork earplugs; very Luft '46. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG445.jpg|600px|thumb|none|Of course, what Ursula actually came to test (again) is the Me 262 jet striker, its blueprints seen here. Note that everything is written in German; native languages seen in written form is consistently used in the series, which makes sense as the characters are only speaking Japanese ''for the audience'', but in-universe they (in this case) would all be speaking German. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG446.jpg|600px|thumb|none|Ursula tests the X-4 missile in official artwork; note her Fw 190 A-8 striker. (Art)]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Boys Mk I*==&lt;br /&gt;
Lynette Bishop continues to use a [[Boys anti-tank rifle|Boys Mk I*]] as her signature weapon, though in an ironic twist in terms of nationality, in ''Arnhem Bridge'' she uses one borrowed from Perrine.&lt;br /&gt;
&lt;br /&gt;
[[File:BoysRifle.55.jpg|thumb|none|400px|Boys Mk I* - .55 Boys (13.9x99mm B)]]&lt;br /&gt;
[[Image:SWovaBoys1.jpg|600px|thumb|none|Cover artwork for ''Arnhem Bridge''. (Art)]]&lt;br /&gt;
[[Image:SWovaBoys2.jpg|600px|thumb|none|Every good mansion has a hidden armoury opened with a tilting book, after all. Perrine even keeps a Boys rifle handy, due to how much Lynette is around. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys3.jpg|600px|thumb|none|The cavalry has arrived! (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys4.jpg|600px|thumb|none|The three-headed Neuroi takes cover in a water tower. The large hole in the bridge was from when it broke through minutes earlier, however that crater to the right of the tower was already there, and is exactly where Julius's father and the other civilians were defending the bridge... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys5.jpg|600px|thumb|none|Lynette notes she can't hit the Neuroi accurately when it's hiding in the tower. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys6.jpg|600px|thumb|none|The entrenched Neuroi opens fire, forcing Lynette to block. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys7.jpg|600px|thumb|none|Lynette fires off a few shots with her Boys while evading beams, and scores a hit on one of its legs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys8.jpg|600px|thumb|none|However, as always the leg simply regenerates. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys9.jpg|600px|thumb|none|After Perrine blows off part of the tower with the PIAT, Lynette takes aim... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys10.jpg|600px|thumb|none|...and fires a massive 13.9mm bullet right through the main water pipe, dousing the Neuroi with water. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys11.jpg|600px|thumb|none|After Perrine electrocutes the Neuroi with her ''Tonnerre'' lightning, Lynette fires another shot to destroy the core. Beautiful teamwork. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys12.jpg|600px|thumb|none|A happy Lynette holds her rifle as she watches Perrine and Julius celebrate, in their own way. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S-18/1000==&lt;br /&gt;
The Pantaloni Rossi trio from the 504th JFW make a cameo in a slideshow briefing by Group Captain Edytha Neumann about the Neuroi on Delos; the Ardor Witches are seen attempting to attack it directly, with no success. As with ''Strike Witches 2'', Luciana Mazzei's [[Solothurn S-18 20mm Anti-Tank Rifle|Solothurn S-18/1000]] is instead depicted as a Boys rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solothurn.jpg|thumb|none|400px|Solothurn S-18/1000 - 20x138mmB]]&lt;br /&gt;
[[Image:SWovaS181.jpg|600px|thumb|none|Luciana fires her not-Solothurn, as Martina Crespi and Fernandia Malvezzi fire their MG 42s. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaS182.jpg|600px|thumb|none|Another angle of the trio, showing part of the island. For official artwork of Luciana's proper S-18/1000, [[Strike Witches 2#Solothurn S-18/1000| see the second season's page.]] (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk 1 (M)==&lt;br /&gt;
While Pierrette-Henriette Clostermann doesn't regularly carry around her [[Bren Gun|Bren Mk 1 (M)]] at this point, due to being well behind the lines aiding in rebuilding Gallia, her butler Jean-Paul had a hidden weapon locker installed in the Clostermann residence in case of emergency.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bren gun.JPG|thumb|none|400px|Bren Mk 1 (M) - .303 British]]&lt;br /&gt;
[[Image:SWovaBren1.jpg|600px|thumb|none|Promo poster for ''Arnhem Bridge''. Note Amelie using a Bren here; though she's not seen in combat in the episode, Amelie is one of the main characters of the ''One-Winged Witches'' manga, which also features Lynette's sister Wilma. (Art)]]&lt;br /&gt;
[[Image:SWovaBren2.jpg|600px|thumb|none|A stitched image of the bookcase armoury in all its glory. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren3.jpg|600px|thumb|none|Julius and Perrine run from a pack of land-based Neuroi in Arnhem. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren4.jpg|600px|thumb|none|Perrine turns and fires a burst into one of the Neuroi, destroying it. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren5.jpg|600px|thumb|none|The two continue to run through the ruins, more Neuroi in pursuit. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren6.jpg|600px|thumb|none|Caught in between two Neuroi, Perrine grabs Julius and jumps over one of them. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren7.jpg|600px|thumb|none|Having already destroyed the one they were jumping over, Perrine turns her Bren on the next one... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren8.jpg|600px|thumb|none|...destroying both before they hit the ground, complete with heroic landing pose. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren9.jpg|600px|thumb|none|Perrine holds her Bren one-handed as she watches the three-headed &amp;quot;boss&amp;quot; Neuroi wreck her jeep and block off the bridge. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren10.jpg|600px|thumb|none|Unable to do much else, Perrine holds the trigger down. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren11.jpg|600px|thumb|none|Perrine empties her Bren, but it has negligible effect on the behemoth. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren12.jpg|600px|thumb|none|Out of ammo, Perrine discards her Bren and runs the other way, the pair taking cover in a basement. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
Charlotte Yeager continues to use a [[Browning Automatic Rifle|BAR]] as her standard weapon, though she doesn't so much as fire a shot with it in ''Operation Victory Arrow'', opting to use bombs, unconventional methods, and her mastery of mechanical devices instead.&lt;br /&gt;
[[Image:BAR.jpg|thumb|400px|none|Browning M1918A2 - .30-06]]&lt;br /&gt;
[[Image:SWovaBAR1.jpg|600px|thumb|none|Cover artwork for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWovaBAR2.jpg|600px|thumb|none|Charlotte and Francesca prepare to leave the Lucchini family home on Sicily, as Charlotte asks Francesca's mother to mind her bike and luggage while they're gone; Shirley's motorcycle later features prominently in the episode's closing credits. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR3.jpg|600px|thumb|none|BAR strapped to her back, Charlotte asks Francesca why she's so intent of protecting Delos. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR4.jpg|600px|thumb|none|Francesca and Shirley carry a pair of bombs to use against the Delos Neuroi, escorted by Raisa Pöttgen and Hanna-Justina Marseille. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR5.jpg|600px|thumb|none|Charlotte holds up her bomb, showing the special carry device for witches. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR6.jpg|600px|thumb|none|Shirley catches Francesca after she got a little too aggressive. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR7.jpg|600px|thumb|none|A good shot of the M1918A2, as Francesca begs Shirley to try again, despite not having the firepower. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR8.jpg|600px|thumb|none|With no more options in front of them, the quartet are forced to return to base. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR9.jpg|600px|thumb|none|Shirley and Hanna fly over the fleet the next day. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR10.jpg|600px|thumb|none|Holding her BAR, Shirley dodges beams as she tries to reach the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR11.jpg|600px|thumb|none|Charlotte makes her approach to the ship... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR12.jpg|600px|thumb|none|...and drops her BAR on the deck on landing; her planned tool of choice isn't actually a weapon, but the ship's winch. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The Liberion-made [[Browning M1919A6]], modified with a fixed and easily swappable ammo box, remains Francesca Lucchini's weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1919a6.jpg|thumb|none|400px|Browning M1919A6 - .30-06]]&lt;br /&gt;
[[Image:SWova19191.jpg|600px|thumb|none|Promo poster for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWova191922.jpg|600px|thumb|none|The Lucchini vineyard in Sicily, where the pair have been on vacation for a few weeks. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19193.jpg|600px|thumb|none|Browning slung across her back, Francesca bids her mother farewell as she embarks on another adventure. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19194.jpg|600px|thumb|none|Shirley and Francesca check their bombs while waiting for the opportune moment on the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19195.jpg|600px|thumb|none|Francesca holds her M1919A6, shocked that the Neuroi saw the bombs coming and swatted them out of the air with a pair of beam blasts. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19196.jpg|600px|thumb|none|A very determined Francesca presses on harder and harder to get to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19197.jpg|600px|thumb|none|The next day, Raisa and Francesca fly over the fleet, with Francesca using the handle on the ammo box as a grip, as usual. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19198.jpg|600px|thumb|none|Francesca drops in with a shield to protect Shirley and her winch cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19199.jpg|600px|thumb|none|A great side shot of the M1919A6, as Francesca zooms along ahead of Charlotte, leading her safely to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191910.jpg|600px|thumb|none|Once the Neuroi realizes it's caught in the mechanical noose, it tries to attack the cable, leaving the witches to defend it with shields. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191911.jpg|600px|thumb|none|Francesca and Raisa harass the sea-serpent-looking Neuroi with fire, as Shirley and Hanna drag it out. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191912.jpg|600px|thumb|none|A wonderful stitched shot of Raisa and Francesca, as the Neuroi is finally pulled from its cave. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The Africa-based witches Hanna-Justina Marseille and Raisa Pöttgen of the 31st JFS, as well as Edytha Neumann, commanding officer of all witches in the African theatre, all use the [[MG34|MG 34]] as their weapon of choice, as opposed to the MG 42 preferred by Karlsland witches in Europe.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg-34man-portable.jpg|thumb|none|400px|MG 34 - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG341.jpg|600px|thumb|none|Hanna-Justina lays down fire on the Neuroi to keep it occupied while Charlotte prepares the winch. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG342.jpg|600px|thumb|none|Hanna fires her MG 34 inverted, while dodging more beams. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG343.jpg|600px|thumb|none|Hanna discovers her MG 34 is quite good at damaging the Neuroi's headdress-looking fins, severely weakening its ability to shoot beams (until it regenerates). (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG344.jpg|600px|thumb|none|On Rommel's orders, Raisa and Francesca move up to assist. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG345.jpg|600px|thumb|none|The two Strike Witches and two Storm Witches move in on the Neuroi, showing some great detail on Hanna's MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG346.jpg|600px|thumb|none|Hanna takes aim with her MG 34, fires a few short, controlled bursts, and ''utterly demolishes'' the Neuroi's laser fins. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG347.jpg|600px|thumb|none|Raisa dives in to take over shield duty from Francesca. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG348.jpg|600px|thumb|none|Tina (as Raisa calls her) showing good trigger discipline as a new ally enters the battle... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG349.jpg|600px|thumb|none|...Erwin Rommel himself, flying his personal Fi 156 Storch, escorted by Edytha Neumann and her MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3410.jpg|600px|thumb|none|Hanna and Raisa watch as Rommel jump-starts the winch generator with a pair of jumper cables attached to his Fi 156. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3411.jpg|600px|thumb|none|With the Neuroi fighting fiercely against the winch, Hanna's MG 34 joins Shirley's BAR on the deck as the pair of them move to pull the cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3412.jpg|600px|thumb|none|The Neuroi now extracted from its den, Edytha orders the fleet to open fire. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The witch-version [[MG42|MG 42]], modified to use Patronentrommel 34 drums, continues to be used by all the usual witches, such as the Karlsland trio, Eila Juutilainen, and some of the Ardor Witches.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG 42 - 7.92mm Mauser]]&lt;br /&gt;
[[File:MG34 Patronentrommel34.jpg|thumb|none|400px|MG 34 with Patronentrommel 34 for reference - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG421.jpg|600px|thumb|none|Cover artwork for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG422.jpg|600px|thumb|none|Promo poster for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG423.jpg|600px|thumb|none|Eila Juutilainen effortlessly dodging beams in the opening credits; Eila is not otherwise seen in combat in ''Operation Victory Arrow''. (OP)]]&lt;br /&gt;
[[Image:SWovaMG424.jpg|600px|thumb|none|Erica Hartmann fires a training MG 42 in the skies over Belgica. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4255.jpg|600px|thumb|none|Gertrud Barkhorn returns fire with her own pair of training MG 42s. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG426.jpg|600px|thumb|none|Erica's MG 42, uniform, and Bf 109 K-4 striker sit by a river as she takes a break. Note the distinctive Hartmann black tulip paint scheme. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG427.jpg|600px|thumb|none|Flying fast and low, Minna-Dietlinde Wilcke trades fire with Heidemarie Schnaufer. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG428.jpg|600px|thumb|none|With the base's Neuroi alarm sounding, Gertrud and Minna take off to investigate. Erica is currently grounded due to her striker being broken, as a result of the failed test of Ursula's Bf 109 Zwei Link paired striker; it was entirely Erica's fault. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG429.jpg|600px|thumb|none|As the Neuroi emerges, Gertrud opens fire; the ''dirndl'' was a gift from Ursula, and Trude was unlucky enough to be trying it on when the scramble alarm sounded. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4210.jpg|600px|thumb|none|Minna hipfires at the Neuroi, discovering its armour is too strong for bullets at that range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG42111.jpg|600px|thumb|none|Trude and Minna play defensively as they brainstorm how to deal with the troublesome Neuroi. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4212.jpg|600px|thumb|none|Minna's MG 42 dumps brass as she harasses it from range, causing it to retreat back into the cloud. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4213.jpg|600px|thumb|none|Gertrud suggests they return to base and retrieve the MK 214 cannon and Me 262, as it would be effective at such a range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4214.jpg|600px|thumb|none|Minna stays to keep the Neuroi occupied, but a powerful blast hit hits her shield hard, and her chilling scream knocks some sense into Erica, who's been sulking back at base, listening to the battle on comms. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4215.jpg|600px|thumb|none|Gertrud makes a run for St. Trond, asking the base to ready the jet striker and cannon, and to load the latter with armour-piercing shells. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4216.jpg|600px|thumb|none|Dropping back to distract the small-types, Gertrud does a slo-mo flip over one and blasts it to bits. They may be &amp;quot;small-types&amp;quot;, but Trude being within an arm's reach of one shows it's still pretty darn big. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4217.jpg|600px|thumb|none|Alone and almost out of ammo, Minna empties her MG 42 into the group of small-types bearing down on her. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4218.jpg|600px|thumb|none|Fernandia Malvezzi with her MG 42, in Edytha Neumann's briefing. The Romagna trio appearing like this makes the MG 42 the only weapon to show up in more than one episode of ''Operation Victory Arrow''. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99-2 Model 2 Kai==&lt;br /&gt;
The iconic ''World Witches'' version of the [[Type 99 cannon|Type 99]] cannon only gets a cameo in ''Operation Victory Arrow'', prominently held by Yoshika Miyafuji in the opening credits. With Yoshika having drained her magic, and Mio having aged out, there aren't any Fuso witches that appear who are capable of using it, at present. For the rather lengthy technical explanation of the witches' Type 99-2 Model 2 Kai variant, [[Strike Witches#Type 99-2 Model 2 Kai|see its first season entry]].&lt;br /&gt;
&lt;br /&gt;
[[image:Type_99-1.jpg|thumb|none|400px|Type 99 Mark 1 in pintle mount configuration - 20x72mm RB]]&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:SWovaT991.jpg|600px|thumb|none|A fairly close shot of the Type 99's receiver. (OP)]]&lt;br /&gt;
[[Image:SWovaT992.jpg|600px|thumb|none|Early-Season-2-era Yoshika flies along the clouds in Mio's old A6M3 striker, recognizable by its blue diagonal fuselage stripe and two horizontal tail stripes. Yoshika's original Season-1-era A6M3, which was sacrificed at the end of ''Strike Witches'', had a yellow vertical fuselage stripe and a clean tail. (OP)]]&lt;br /&gt;
[[Image:SWovaT993.jpg|600px|thumb|none|Yoshika and her Type 99 silhouetted against a cumulonimbus cloud in the distance. (OP)]]&lt;br /&gt;
[[Image:SWovaT994.jpg|600px|thumb|none|Late-Season-2-era Yoshika zooms up from the cliffs when she's properly introduced in the credits, Type 99 in hand. (OP)]]&lt;br /&gt;
[[Image:SWovaT995.jpg|600px|thumb|none|The J7W1 Shinden's canards have been turned into vertical stabilizers in striker form, which makes a certain amount of sense; improved directional stability is preferable, as that's presumably a striker's weakest axis. Horizontal surfaces that far back may also hamper a witch's ability to manoeuvre, as witches primarily pitch with their legs. Strikers do in fact have functional ailerons for roll. (OP)]]&lt;br /&gt;
[[Image:SWovaT996.jpg|600px|thumb|none|Another good shot of the Type 99 as Yoshika climbs to rejoin the Strike Witches. (OP)]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Fliegerhammer==&lt;br /&gt;
In ''St. Trond's Thunder'', Ursula Hartmann uses the rocket launcher she herself designed, the nine-barrel Fliegerhammer; Aleksandra Litvyak is also seen with one in the opening credits. The Fliegerhammer was inspired by (both in-universe and out) the [[Luftfaust|Fliegerfaust]], while its boxy shape is reminiscent of the [[M202 FLASH]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|''Replica'' Fliegerfaust B with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:SWovaFH1.jpg|600px|thumb|none|Sanya aims her Fliegerhammer in the opening credits. (OP)]]&lt;br /&gt;
[[Image:SWovaFH2.jpg|600px|thumb|none|Consistent with its previous depictions, the launch order is (shooter's perspective) top row to bottom row, right to left. This is very sensible, as this order ensures the Fliegerfaust's centre of gravity is always as low and as close to the shooter as possible. (OP)]]&lt;br /&gt;
[[Image:SWovaFH3.jpg|600px|thumb|none|A barrage of nine rockets bails Erica out of a sticky situation. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH4.jpg|600px|thumb|none|Ursula arrives with perfect timing. Although the launcher is now empty, good trigger disciple is always commendable. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH5.jpg|600px|thumb|none|One Hartmann dives down to help the other, as Erica has suffered a double engine flameout from messing with the Me 262's throttle too much. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH6.jpg|600px|thumb|none|Ursula ditches the empty launcher so she can assist her twin. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
Along with the Bren and Boys, Perrine's hidden armoury also contains a [[PIAT]], with three rounds, which Perrine brings in addition to her Bren.&lt;br /&gt;
&lt;br /&gt;
[[Image:Piat gun loaded.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:SWovaPIAT1.jpg|600px|thumb|none|Perrine's PIAT makes its combat debut, with a close-up of the first shaped charge firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT2.jpg|600px|thumb|none|A rather badass stitched image of Perrine showing up to rescue Julius, having just fired the PIAT. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT3.jpg|600px|thumb|none|After ditching her Bren and taking cover, Perrine recocks the PIAT's spring by hand, showing off witches' enhanced strength; the PIAT has a draw weight of 90kg / 200lbs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT4.jpg|600px|thumb|none|Loading the second shaped charge into the launcher. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT5.jpg|600px|thumb|none|Perrine gives Julius a reassuring smile as they prepare to make another escape attempt. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT6.jpg|600px|thumb|none|Taking aim at the three-headed Neuroi... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT7.jpg|600px|thumb|none|...and firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT8.jpg|600px|thumb|none|Knocked backward by a beam blast, Perrine loses the PIAT, and can't retrieve it due to her injured leg. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT9.jpg|600px|thumb|none|Julius braves Neuroi fire without any ability to raise a shield, and brings the launcher back to Perrine. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT10.jpg|600px|thumb|none|Perrine recocks the PIAT with her good leg. The PIAT is supposed to recock itself automatically after each shot, but in reality this wasn't always reliable. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT11.jpg|600px|thumb|none|With Lynette now on the scene, Perrine takes aim at the top of the water tower the Neuroi is hiding in. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT12.jpg|600px|thumb|none|The last shaped charge is fired, blowing a hole in the top of the building large enough for Lynette to hit the water pipe with her Boys. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Autocannons=&lt;br /&gt;
==MG 151==&lt;br /&gt;
Night witch Heidemarie Schnaufer uses an [[MG 151 cannon|MG 151]] cannon as her weapon of choice; she is only seen using a training MG 151 in ''Operation Victory Arrow''. Similar to the other large cannons wielded by witches, the MG 151 has been modified with a top-mounted vertical pistol grip, a horizontal grip for the off-hand, and a detachable drum magazine; the weapon is otherwise essentially unmodified.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg15120.jpg|thumb|none|400px|MG 151 - 20x82mm]]&lt;br /&gt;
[[File:SWovaMG1511.jpg|thumb|none|600px|Heidemarie races along the river in pursuit of Minna, giving a fairly clear look at the top of her MG 151. The two added grips and detachable drum magazine (left-feed) are all visible here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1512.jpg|thumb|none|600px|As Heidemarie zooms past Erica and Gertrud, the distinctive sight assembly of the MG 151 can be made out here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1513.jpg|thumb|none|600px|Heidemarie exchanges fire with Minna, in a high speed chase. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1514.jpg|thumb|none|600px|Aiming the cannon... (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1515.jpg|thumb|none|600px|...and firing. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1516.jpg|thumb|none|600px|Some residual muzzle flash, as well as a fantastic look at Heidemarie's Bf 110 G-4 striker. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==MK 214==&lt;br /&gt;
A MK 214 cannon was brought by Ursula to St. Trond for testing, alongside a refined version of the Me 262 Schwalbe jet striker. This massive cannon fires the same 50x419mmR rounds as the BK 5 that appeared in ''Strike Witches 2'', and though visually they are very similar, they are not the same weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaMK2141.jpg|thumb|none|600px|Ursula introduces the BK 214, referring to it by name. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2142.jpg|thumb|none|600px|As Gertrud readies for take off, Ursula lists two pieces of advice that also apply to the real Me 262: Do not adjust the throttle until airborne, and to prevent the engines from stalling, do not rapidly accelerate or decelerate. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2143.jpg|thumb|none|600px|As Gertrud tests the striker and the cannon, Erica comments about how long it takes to accelerate and to climb, and how it has a poor turn radius, while Ursula points out that it has a very high max speed and can carry significant firepower. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2144.jpg|thumb|none|600px|Shaken by Minna's scream over comms, Erica takes the 262 and 50mm cannon and makes a rather dramatic entrance. Look at that goddamn muzzle blast. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2145.jpg|thumb|none|600px|Despite being loaded with non-explosive AP shells, the sheer power of the cannon causes several small types around the one directly hit to also shatter. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2146.jpg|thumb|none|600px|Having never flown a jet striker before, and evidently not having paid attention to Ursula's briefing, Erica causes both engines to suffer compression stalls by adjusting the throttle too rapidly. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2147.jpg|thumb|none|600px|Twin sister to the rescue! This also gives a good sense of how massive the MK 214 is. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2148.jpg|thumb|none|600px|Ursula has Erica practice breathing exercises as she tries to coax her into restarting the Me 262's engines. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2149.jpg|thumb|none|600px|The Hartmann twins speed towards Minna. Ursula is using an He 162 Spatz jet striker. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21410.jpg|thumb|none|600px|Erica and Ursula make yet another perfectly-timed entrance, obliterating the last four small-types with a single shot. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21411.jpg|thumb|none|600px|Minna tracks the main Neuroi inside the cloud with her spatial awareness ability, and provides precise targeting for Erica to fire into the cloud. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21412.jpg|thumb|none|600px|Most of its &amp;quot;wing&amp;quot; blown off by the previous shot, the Neuroi leaves the cloud and tries to escape, but it doesn't stand a chance. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
=506th Joint Fighter Wing, Noble Witches cameo=&lt;br /&gt;
Four members of the Noble Witches appear in the smallest of cameos, as simple silhouettes flying far overhead. Given the composition of the 506th, this is certainly A-unit, stationed in Sedan, comprising of Heinrike Prinzessin zu Sayn-Wittgenstein (MG 151), Adriana Visconti (MG 42, or a ''pair'' of Fliegerhammers), Kunika Kuroda (MG 42), and Isabelle du Monceau de Bergendal (Boys). These four, plus Noble Witches commanding officer Rosalie de Hemricourt de Grunne, all make ''proper'' cameos in ''Strike Witches: The Movie''.&lt;br /&gt;
&lt;br /&gt;
[[File:SWova506th.jpg|thumb|none|600px|Four contrails soar over the Gallian countryside. Formed after the liberation of Gallia in September, 1944 to protect Gallia, the brass had originally wanted Perrine to command the 506th, however she turned down the offer, preferring to focus on rebuilding Gallia. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle-Mounted &amp;amp; Stationary Weapons=&lt;br /&gt;
==Breda-SAFAT 12.7mm machine gun==&lt;br /&gt;
A pair of Piaggio P.108B bombers are seen having attempted to take out the Neuroi on Delos in Edytha Neumann's briefing, however both were destroyed. The P.108B is armed with a total of six [[Breda-SAFAT machine gun|Breda-SAFAT machine guns]] chambered in 12.7mm, with one nose gunner, one ventral gunner, and a twin turret in each outboard engine nacelle, controlled remotely.&lt;br /&gt;
&lt;br /&gt;
[[File:12.7mmBreda-SAFAT.jpg|thumb|none|400px|Breda-SAFAT machine gun - 12.7x81mmSR]]&lt;br /&gt;
[[File:SWovaBreda-SAFAT.jpg|thumb|none|600px|Only the ventral turret of each P.108 is visible from this angle, and the turrets are currently retracted. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
Having aged out of her magic, Mio Sakamoto is seen flying an A6M3 Reisen in the opening credits. The Zero is armed with a pair of [[Vickers#Type 97 Aircraft Machine Gun|Type 97 aircraft machine guns]] in the engine cowling, as well as a pair of Type 99 cannons in the wings.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:SWovaT971.jpg|thumb|none|600px|Mio fires her Type 97 MGs at the Neuroi. (OP)]]&lt;br /&gt;
[[File:SWovaT972.jpg|thumb|none|600px|Mio pulls away after the run, Neuroi shards sent flying. The muzzle of one of the Type 97s can be seen just behind the black cowling. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
In addition to its Type 97 MGs, the A6M is armed with a [[type 99 cannon|Type 99]] cannon in each wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:SWovaT973.jpg|thumb|none|600px|The muzzle ports for the Type 99s ''should'' be visible here, in the larger square panels along the leading edge; it seems they weren't modelled, though they'd only be visible for a couple frames. The Type 97s are, however, very visible here. (OP)]]&lt;br /&gt;
[[File:SWovaT974.jpg|thumb|none|600px|Mio in the cockpit of her A6M3, the same model she used to fly in striker form. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
A Tiger I is seen in the opening credits, and while they're not visible from the rear, it would be armed with a pair of [[MG34|MG 34 Panzerlauf]] variants, one in the coaxial mount, one hull-mounted, as well as its 8.8cm KwK 36 main cannon. This Tiger is actually an early-production H1 variant, specifically Tiger 100, complete with &amp;quot;100&amp;quot; and white elephant markings. In reality, Tiger 100 was captured intact by the Russians late in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG 34 Panzerlauf with stock fitted - 7.92mm Mauser]]&lt;br /&gt;
[[File:SWovaMG34V.jpg|thumb|none|600px|The difference between early-production H1s and the more iconic later version was the pair of storage boxes on the sides of the turret (as opposed to one in the rear), and the lack of any armoured side skirts. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
A trio of the iconic &amp;quot;eighty-eights&amp;quot; are seen somewhere in (presumably) Karlsland in the opening credits.&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[File:SWova88.jpg|thumb|none|600px|Gertrud, Erica, and Minna at a base defended by a few FlaK guns. Note the two-piece barrels. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
St. Trond airbase is heavily defended by large AA batteries which appear to be oversized twin-mounted [[Bofors 40mm|Bofors]] guns.&lt;br /&gt;
&lt;br /&gt;
[[File:BoforsTwin.jpg|thumb|none|400px|Bofors 40mm L/60 twin mounting - 40x311mmR]]&lt;br /&gt;
[[File:SWovaB1.jpg|thumb|none|600px|The castle-style main part of the base features a twin AA gun on each turret, as well as two more along the front wall; the opposite side presumably has another two, making for a total of twelve twin cannons. (Ep.1)]]&lt;br /&gt;
[[File:SWovaB2.jpg|thumb|none|600px|A closer shot of some of the cannons, as Gertrud and Minna sortie. The distinctive barrels of the Bofors are visible here, albeit significantly larger. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==2cm Flakvierling 38==&lt;br /&gt;
The Brave Witches' small frontline base near Petersburg is defended by three [[2cm FlaK 38#Flakvierling 38|Flakvierling 38]] quad-cannons. As ''[[Brave Witches]]'' is set before ''Strike Witches 2'', this scene takes place much later than the events of ''Brave Witches''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[File:SWovaFV.jpg|thumb|none|600px|Three Flakvierling 38s sit at the perimeter of the outpost, as Aleksandra Pokryshkin, Nikka Katajainen, Sanya, and Eila play cards on the deck. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Naval Weapons==&lt;br /&gt;
Assorted AA guns and cannons are seen on military ships and armed merchantmen.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaN1.jpg|thumb|none|600px|Left to right: an ''Iowa''-class battleship, ''Bismarck'', IJN ''Yamato'', and both ''King George V''-class battleships (HMS ''Prince of Wales'' and ''King George V''. (OP)]]&lt;br /&gt;
[[File:SWovaN2.jpg|thumb|none|600px|(OP)]]&lt;br /&gt;
[[File:SWovaN3.jpg|thumb|none|600px|With Mio having lost her magic, so to did her personally forged katana, Reppumaru, which is now simply an ordinary sword. (OP)]]&lt;br /&gt;
[[File:SWovaN4.jpg|thumb|none|600px|A variety of weapons are visible in an overhead shot of a Liberty Ship: these typically carried a five-inch gun astern, two 3-inch guns, and a number of [[Oerlikon 20mm Cannon]]s. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN5.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN6.jpg|thumb|none|600px|A shot of the bow gun tub containing one of the 20mm Oerlikons with two more visible back from it. The Liberty Ship is here identified as ''Peter Skene Ogden'', a vessel named for a Canadian explorer and fur trader. The real ship was torpedoed off Algeria in February 1944 by the submarine U-969 along with her sister ''George Cleeve'', both beaching but being declared total losses and scrapped. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN7.jpg|thumb|none|600px|Sinking of what appears to be an Italian ''Navigatori''-class destroyer. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN8.jpg|thumb|none|600px|A ''Navigatori''-class destroyer fires its 4.7-inch bow gun, with the ''Littorio''-class battleship ''Roma'' in the foreground. (Ep.2)]]&lt;br /&gt;
[[File:SWovaN10.jpg|thumb|none|600px|A bow view of a Liberty Ship. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
{{Strike Witches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279399</id>
		<title>Strike Witches: Operation Victory Arrow</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Strike_Witches:_Operation_Victory_Arrow&amp;diff=1279399"/>
		<updated>2019-06-18T09:02:32Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Naval Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Strike-Witches-OVA.jpg|thumb|right|300px|''Strike Witches: Operation Victory Arrow'' (2014-2015)]]&lt;br /&gt;
&lt;br /&gt;
In July of 1945, the 501st Joint Fighter Wing and allied naval fleet destroyed the Neuroi hive over Venezia, liberating the country (the climatic events of ''[[Strike Witches 2]]''). After this victory the 501st JFW was disbanded. Most Strike Witches members were reassigned to fronts in or around their homelands, while Yoshika Miyafuji has entirely retired from service due to draining her magic reserves in order to destroy the hive over Venezia, and is now living a quiet, ordinary civilian life; Mio Sakamoto remains in IFN service, though as she's aged out of her magic abilities, Mio is no longer a witch.&lt;br /&gt;
&lt;br /&gt;
''Operation Victory Arrow'' primarily follows three groups of Strike Witches members across its three episodes. ''St. Trond's Thunder'' is set half a month after the end of ''Strike Witches 2'', with Minna-Dietlinde Wilcke, Gertrud Barkhorn, and Erica Hartmann, along with night witch Heidemarie W. Schnaufer stationed at St. Trond airbase in the Kingdom of Belgica; they're also joined by Erica's twin sister, the genius engineer Ursula Hartmann. ''Goddess of the Aegean Sea'' involves the continued adventures of Francesca Lucchini and Charlotte Yeager, joined by Hanna-Justina Marseille and Raisa Pöttgen, as they attempt to take out a stubborn Neuroi that's hiding ''inside'' the island of Delos, and save the ancient Greek ruins on the island; the commander of all witch forces in Africa, Edytha Neumann, as well as Erwin Rommel himself also appear. ''Arnhem Bridge'' follows Pierrette-Henriette Clostermann and Lynette Bishop, along with Amelie Planchard as they continue to aid in rebuilding Gallia after its liberation in September, 1944 [[Strike Witches|at the end of the first season]]; the story primarily revolves around the orphaned Dutch children Julius and Rose, who Perrine takes into her care.&lt;br /&gt;
&lt;br /&gt;
Additionally, each episode features a short post-credits scene of Yoshika receiving or sending a letter to the witches featured in that episode. The last episode also features a post-credits cameo of Eila Juutilainen and Aleksandra Litvyak visiting the Brave Witches' frontline base, as well as Mio Sakamoto working on a certain pet project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chronologically, ''Operation Victory Arrow'' takes place after ''[[Strike Witches 2]]'', and is followed by ''[[Strike Witches: The Movie]]'', which was released before ''OVA'', in 2012.&lt;br /&gt;
&lt;br /&gt;
For more in-depth explanations of the lore and setting of the ''World Witches'' universe, [[Strike Witches|see the first season's page.]]&lt;br /&gt;
&lt;br /&gt;
'''''Warning: Some descriptions and images are spoilers for the series, read at your own risk.'''''&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Gendarmerie Sidearm==&lt;br /&gt;
A member of the Gendarmerie Nationale in Pas-de-Calais chases after Julius, an orphaned refugee from the Netherlands who stole some cold medicine for his little sister Rose. Given the variety of possible sidearms available at the time, it's impossible to say for sure what's in his holster.&lt;br /&gt;
&lt;br /&gt;
[[Image:SWovaG1.jpg|600px|thumb|none|The gendarme chases Julius around the dockyard. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaG2.jpg|600px|thumb|none|Running into Lynette, he gives her a salute and explains the situation. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
In a flashback to the beginning of the Neuroi invasion, a group of Dutch civilians attempt to hold back the Neuroi on a bridge at Arnhem, Netherlands, armed with nothing but [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|double barrel shotguns]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|400px|Browning 5.25 O/U - 12 gauge]]&lt;br /&gt;
[[Image:SWovaOU1.jpg|600px|thumb|none|The civilians attempting to hold the line long enough to evacuate their children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU2.jpg|600px|thumb|none|A much younger Julius talking to his father, as a tiny Rose lies beside him in the truck. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU3.jpg|600px|thumb|none|Julius's dad tells him not to worry, saying the witches will show up soon and drive the Neuroi back. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU4.jpg|600px|thumb|none|The truck prepares to leave, as the defenders wait for the inevitable assault. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU5.jpg|600px|thumb|none|A father waves goodbye to his children. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaOU6.jpg|600px|thumb|none|But the witches never did show up in time... (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==StG 44 with Krummlauf==&lt;br /&gt;
Ursula Hartmann arrives at the St. Trond base with loads of gifts and equipment to test, among them is an [[Sturmgewehr 44|StG 44]] fitted with a Krummlauf (curved barrel) attachment. A witch needing to shoot around corners ''in the sky'' seems rather questionable, but that's also the point of this scene, with a bunch of Ursula's fancy tech being various levels of silly. All of them are based on or inspired by real world experimental German tech, and are included in this same entry.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|StG 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:SWovaStG441.jpg|600px|thumb|none|Erica looking rather confused at her sister's StG 44. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG442.jpg|600px|thumb|none|Next up is a miniaturized version of the Ru 344 X-4 wire-guided air-to-air missile. Despite Erica's reaction, this is would definitely have potential, as it did in reality. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG443.jpg|600px|thumb|none|A flying flamethrower sure seems odd (though they were combat tested in reality on He 111s, Ju 88s, and Do 17s), but as Neuroi are made of a ceramic-like material that is hard but brittle, and thus susceptible to rapid temperature changes, a flamethrower might actually be useful. ''Maybe.'' (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG444.jpg|600px|thumb|none|A sonic cannon, complete with cork earplugs; very Luft '46. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG445.jpg|600px|thumb|none|Of course, what Ursula actually came to test (again) is the Me 262 jet striker, its blueprints seen here. Note that everything is written in German; native languages seen in written form is consistently used in the series, which makes sense as the characters are only speaking Japanese ''for the audience'', but in-universe they (in this case) would all be speaking German. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaStG446.jpg|600px|thumb|none|Ursula tests the X-4 missile in official artwork; note her Fw 190 A-8 striker. (Art)]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Boys Mk I*==&lt;br /&gt;
Lynette Bishop continues to use a [[Boys anti-tank rifle|Boys Mk I*]] as her signature weapon, though in an ironic twist in terms of nationality, in ''Arnhem Bridge'' she uses one borrowed from Perrine.&lt;br /&gt;
&lt;br /&gt;
[[File:BoysRifle.55.jpg|thumb|none|400px|Boys Mk I* - .55 Boys (13.9x99mm B)]]&lt;br /&gt;
[[Image:SWovaBoys1.jpg|600px|thumb|none|Cover artwork for ''Arnhem Bridge''. (Art)]]&lt;br /&gt;
[[Image:SWovaBoys2.jpg|600px|thumb|none|Every good mansion has a hidden armoury opened with a tilting book, after all. Perrine even keeps a Boys rifle handy, due to how much Lynette is around. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys3.jpg|600px|thumb|none|The cavalry has arrived! (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys4.jpg|600px|thumb|none|The three-headed Neuroi takes cover in a water tower. The large hole in the bridge was from when it broke through minutes earlier, however that crater to the right of the tower was already there, and is exactly where Julius's father and the other civilians were defending the bridge... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys5.jpg|600px|thumb|none|Lynette notes she can't hit the Neuroi accurately when it's hiding in the tower. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys6.jpg|600px|thumb|none|The entrenched Neuroi opens fire, forcing Lynette to block. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys7.jpg|600px|thumb|none|Lynette fires off a few shots with her Boys while evading beams, and scores a hit on one of its legs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys8.jpg|600px|thumb|none|However, as always the leg simply regenerates. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys9.jpg|600px|thumb|none|After Perrine blows off part of the tower with the PIAT, Lynette takes aim... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys10.jpg|600px|thumb|none|...and fires a massive 13.9mm bullet right through the main water pipe, dousing the Neuroi with water. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys11.jpg|600px|thumb|none|After Perrine electrocutes the Neuroi with her ''Tonnerre'' lightning, Lynette fires another shot to destroy the core. Beautiful teamwork. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBoys12.jpg|600px|thumb|none|A happy Lynette holds her rifle as she watches Perrine and Julius celebrate, in their own way. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S-18/1000==&lt;br /&gt;
The Pantaloni Rossi trio from the 504th JFW make a cameo in a slideshow briefing by Group Captain Edytha Neumann about the Neuroi on Delos; the Ardor Witches are seen attempting to attack it directly, with no success. As with ''Strike Witches 2'', Luciana Mazzei's [[Solothurn S-18 20mm Anti-Tank Rifle|Solothurn S-18/1000]] is instead depicted as a Boys rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Solothurn.jpg|thumb|none|400px|Solothurn S-18/1000 - 20x138mmB]]&lt;br /&gt;
[[Image:SWovaS181.jpg|600px|thumb|none|Luciana fires her not-Solothurn, as Martina Crespi and Fernandia Malvezzi fire their MG 42s. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaS182.jpg|600px|thumb|none|Another angle of the trio, showing part of the island. For official artwork of Luciana's proper S-18/1000, [[Strike Witches 2#Solothurn S-18/1000| see the second season's page.]] (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk 1 (M)==&lt;br /&gt;
While Pierrette-Henriette Clostermann doesn't regularly carry around her [[Bren Gun|Bren Mk 1 (M)]] at this point, due to being well behind the lines aiding in rebuilding Gallia, her butler Jean-Paul had a hidden weapon locker installed in the Clostermann residence in case of emergency.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bren gun.JPG|thumb|none|400px|Bren Mk 1 (M) - .303 British]]&lt;br /&gt;
[[Image:SWovaBren1.jpg|600px|thumb|none|Promo poster for ''Arnhem Bridge''. Note Amelie using a Bren here; though she's not seen in combat in the episode, Amelie is one of the main characters of the ''One-Winged Witches'' manga, which also features Lynette's sister Wilma. (Art)]]&lt;br /&gt;
[[Image:SWovaBren2.jpg|600px|thumb|none|A stitched image of the bookcase armoury in all its glory. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren3.jpg|600px|thumb|none|Julius and Perrine run from a pack of land-based Neuroi in Arnhem. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren4.jpg|600px|thumb|none|Perrine turns and fires a burst into one of the Neuroi, destroying it. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren5.jpg|600px|thumb|none|The two continue to run through the ruins, more Neuroi in pursuit. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren6.jpg|600px|thumb|none|Caught in between two Neuroi, Perrine grabs Julius and jumps over one of them. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren7.jpg|600px|thumb|none|Having already destroyed the one they were jumping over, Perrine turns her Bren on the next one... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren8.jpg|600px|thumb|none|...destroying both before they hit the ground, complete with heroic landing pose. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren9.jpg|600px|thumb|none|Perrine holds her Bren one-handed as she watches the three-headed &amp;quot;boss&amp;quot; Neuroi wreck her jeep and block off the bridge. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren10.jpg|600px|thumb|none|Unable to do much else, Perrine holds the trigger down. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren11.jpg|600px|thumb|none|Perrine empties her Bren, but it has negligible effect on the behemoth. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaBren12.jpg|600px|thumb|none|Out of ammo, Perrine discards her Bren and runs the other way, the pair taking cover in a basement. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
Charlotte Yeager continues to use a [[Browning Automatic Rifle|BAR]] as her standard weapon, though she doesn't so much as fire a shot with it in ''Operation Victory Arrow'', opting to use bombs, unconventional methods, and her mastery of mechanical devices instead.&lt;br /&gt;
[[Image:BAR.jpg|thumb|400px|none|Browning M1918A2 - .30-06]]&lt;br /&gt;
[[Image:SWovaBAR1.jpg|600px|thumb|none|Cover artwork for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWovaBAR2.jpg|600px|thumb|none|Charlotte and Francesca prepare to leave the Lucchini family home on Sicily, as Charlotte asks Francesca's mother to mind her bike and luggage while they're gone; Shirley's motorcycle later features prominently in the episode's closing credits. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR3.jpg|600px|thumb|none|BAR strapped to her back, Charlotte asks Francesca why she's so intent of protecting Delos. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR4.jpg|600px|thumb|none|Francesca and Shirley carry a pair of bombs to use against the Delos Neuroi, escorted by Raisa Pöttgen and Hanna-Justina Marseille. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR5.jpg|600px|thumb|none|Charlotte holds up her bomb, showing the special carry device for witches. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR6.jpg|600px|thumb|none|Shirley catches Francesca after she got a little too aggressive. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR7.jpg|600px|thumb|none|A good shot of the M1918A2, as Francesca begs Shirley to try again, despite not having the firepower. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR8.jpg|600px|thumb|none|With no more options in front of them, the quartet are forced to return to base. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR9.jpg|600px|thumb|none|Shirley and Hanna fly over the fleet the next day. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR10.jpg|600px|thumb|none|Holding her BAR, Shirley dodges beams as she tries to reach the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR11.jpg|600px|thumb|none|Charlotte makes her approach to the ship... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaBAR12.jpg|600px|thumb|none|...and drops her BAR on the deck on landing; her planned tool of choice isn't actually a weapon, but the ship's winch. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The Liberion-made [[Browning M1919A6]], modified with a fixed and easily swappable ammo box, remains Francesca Lucchini's weapon of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1919a6.jpg|thumb|none|400px|Browning M1919A6 - .30-06]]&lt;br /&gt;
[[Image:SWova19191.jpg|600px|thumb|none|Promo poster for ''Goddess of the Aegean Sea''. (Art)]]&lt;br /&gt;
[[Image:SWova191922.jpg|600px|thumb|none|The Lucchini vineyard in Sicily, where the pair have been on vacation for a few weeks. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19193.jpg|600px|thumb|none|Browning slung across her back, Francesca bids her mother farewell as she embarks on another adventure. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19194.jpg|600px|thumb|none|Shirley and Francesca check their bombs while waiting for the opportune moment on the wrecked Liberion ship. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19195.jpg|600px|thumb|none|Francesca holds her M1919A6, shocked that the Neuroi saw the bombs coming and swatted them out of the air with a pair of beam blasts. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19196.jpg|600px|thumb|none|A very determined Francesca presses on harder and harder to get to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19197.jpg|600px|thumb|none|The next day, Raisa and Francesca fly over the fleet, with Francesca using the handle on the ammo box as a grip, as usual. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19198.jpg|600px|thumb|none|Francesca drops in with a shield to protect Shirley and her winch cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWova19199.jpg|600px|thumb|none|A great side shot of the M1919A6, as Francesca zooms along ahead of Charlotte, leading her safely to the Neuroi. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191910.jpg|600px|thumb|none|Once the Neuroi realizes it's caught in the mechanical noose, it tries to attack the cable, leaving the witches to defend it with shields. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191911.jpg|600px|thumb|none|Francesca and Raisa harass the sea-serpent-looking Neuroi with fire, as Shirley and Hanna drag it out. (Ep.2)]]&lt;br /&gt;
[[Image:SWova191912.jpg|600px|thumb|none|A wonderful stitched shot of Raisa and Francesca, as the Neuroi is finally pulled from its cave. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The Africa-based witches Hanna-Justina Marseille and Raisa Pöttgen of the 31st JFS, as well as Edytha Neumann, commanding officer of all witches in the African theatre, all use the [[MG34|MG 34]] as their weapon of choice, as opposed to the MG 42 preferred by Karlsland witches in Europe.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mg-34man-portable.jpg|thumb|none|400px|MG 34 - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG341.jpg|600px|thumb|none|Hanna-Justina lays down fire on the Neuroi to keep it occupied while Charlotte prepares the winch. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG342.jpg|600px|thumb|none|Hanna fires her MG 34 inverted, while dodging more beams. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG343.jpg|600px|thumb|none|Hanna discovers her MG 34 is quite good at damaging the Neuroi's headdress-looking fins, severely weakening its ability to shoot beams (until it regenerates). (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG344.jpg|600px|thumb|none|On Rommel's orders, Raisa and Francesca move up to assist. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG345.jpg|600px|thumb|none|The two Strike Witches and two Storm Witches move in on the Neuroi, showing some great detail on Hanna's MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG346.jpg|600px|thumb|none|Hanna takes aim with her MG 34, fires a few short, controlled bursts, and ''utterly demolishes'' the Neuroi's laser fins. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG347.jpg|600px|thumb|none|Raisa dives in to take over shield duty from Francesca. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG348.jpg|600px|thumb|none|Tina (as Raisa calls her) showing good trigger discipline as a new ally enters the battle... (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG349.jpg|600px|thumb|none|...Erwin Rommel himself, flying his personal Fi 156 Storch, escorted by Edytha Neumann and her MG 34. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3410.jpg|600px|thumb|none|Hanna and Raisa watch as Rommel jump-starts the winch generator with a pair of jumper cables attached to his Fi 156. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3411.jpg|600px|thumb|none|With the Neuroi fighting fiercely against the winch, Hanna's MG 34 joins Shirley's BAR on the deck as the pair of them move to pull the cable. (Ep.2)]]&lt;br /&gt;
[[Image:SWovaMG3412.jpg|600px|thumb|none|The Neuroi now extracted from its den, Edytha orders the fleet to open fire. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The witch-version [[MG42|MG 42]], modified to use Patronentrommel 34 drums, continues to be used by all the usual witches, such as the Karlsland trio, Eila Juutilainen, and some of the Ardor Witches.&lt;br /&gt;
&lt;br /&gt;
[[File:MG42 Left.jpg|thumb|none|400px|MG 42 - 7.92mm Mauser]]&lt;br /&gt;
[[File:MG34 Patronentrommel34.jpg|thumb|none|400px|MG 34 with Patronentrommel 34 for reference - 7.92mm Mauser]]&lt;br /&gt;
[[Image:SWovaMG421.jpg|600px|thumb|none|Cover artwork for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG422.jpg|600px|thumb|none|Promo poster for ''St. Trond's Thunder''. (Art)]]&lt;br /&gt;
[[Image:SWovaMG423.jpg|600px|thumb|none|Eila Juutilainen effortlessly dodging beams in the opening credits; Eila is not otherwise seen in combat in ''Operation Victory Arrow''. (OP)]]&lt;br /&gt;
[[Image:SWovaMG424.jpg|600px|thumb|none|Erica Hartmann fires a training MG 42 in the skies over Belgica. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4255.jpg|600px|thumb|none|Gertrud Barkhorn returns fire with her own pair of training MG 42s. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG426.jpg|600px|thumb|none|Erica's MG 42, uniform, and Bf 109 K-4 striker sit by a river as she takes a break. Note the distinctive Hartmann black tulip paint scheme. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG427.jpg|600px|thumb|none|Flying fast and low, Minna-Dietlinde Wilcke trades fire with Heidemarie Schnaufer. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG428.jpg|600px|thumb|none|With the base's Neuroi alarm sounding, Gertrud and Minna take off to investigate. Erica is currently grounded due to her striker being broken, as a result of the failed test of Ursula's Bf 109 Zwei Link paired striker; it was entirely Erica's fault. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG429.jpg|600px|thumb|none|As the Neuroi emerges, Gertrud opens fire; the ''dirndl'' was a gift from Ursula, and Trude was unlucky enough to be trying it on when the scramble alarm sounded. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4210.jpg|600px|thumb|none|Minna hipfires at the Neuroi, discovering its armour is too strong for bullets at that range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG42111.jpg|600px|thumb|none|Trude and Minna play defensively as they brainstorm how to deal with the troublesome Neuroi. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4212.jpg|600px|thumb|none|Minna's MG 42 dumps brass as she harasses it from range, causing it to retreat back into the cloud. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4213.jpg|600px|thumb|none|Gertrud suggests they return to base and retrieve the MK 214 cannon and Me 262, as it would be effective at such a range. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4214.jpg|600px|thumb|none|Minna stays to keep the Neuroi occupied, but a powerful blast hit hits her shield hard, and her chilling scream knocks some sense into Erica, who's been sulking back at base, listening to the battle on comms. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4215.jpg|600px|thumb|none|Gertrud makes a run for St. Trond, asking the base to ready the jet striker and cannon, and to load the latter with armour-piercing shells. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4216.jpg|600px|thumb|none|Dropping back to distract the small-types, Gertrud does a slo-mo flip over one and blasts it to bits. They may be &amp;quot;small-types&amp;quot;, but Trude being within an arm's reach of one shows it's still pretty darn big. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4217.jpg|600px|thumb|none|Alone and almost out of ammo, Minna empties her MG 42 into the group of small-types bearing down on her. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaMG4218.jpg|600px|thumb|none|Fernandia Malvezzi with her MG 42, in Edytha Neumann's briefing. The Romagna trio appearing like this makes the MG 42 the only weapon to show up in more than one episode of ''Operation Victory Arrow''. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99-2 Model 2 Kai==&lt;br /&gt;
The iconic ''World Witches'' version of the [[Type 99 cannon|Type 99]] cannon only gets a cameo in ''Operation Victory Arrow'', prominently held by Yoshika Miyafuji in the opening credits. With Yoshika having drained her magic, and Mio having aged out, there aren't any Fuso witches that appear who are capable of using it, at present. For the rather lengthy technical explanation of the witches' Type 99-2 Model 2 Kai variant, [[Strike Witches#Type 99-2 Model 2 Kai|see its first season entry]].&lt;br /&gt;
&lt;br /&gt;
[[image:Type_99-1.jpg|thumb|none|400px|Type 99 Mark 1 in pintle mount configuration - 20x72mm RB]]&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:SWovaT991.jpg|600px|thumb|none|A fairly close shot of the Type 99's receiver. (OP)]]&lt;br /&gt;
[[Image:SWovaT992.jpg|600px|thumb|none|Early-Season-2-era Yoshika flies along the clouds in Mio's old A6M3 striker, recognizable by its blue diagonal fuselage stripe and two horizontal tail stripes. Yoshika's original Season-1-era A6M3, which was sacrificed at the end of ''Strike Witches'', had a yellow vertical fuselage stripe and a clean tail. (OP)]]&lt;br /&gt;
[[Image:SWovaT993.jpg|600px|thumb|none|Yoshika and her Type 99 silhouetted against a cumulonimbus cloud in the distance. (OP)]]&lt;br /&gt;
[[Image:SWovaT994.jpg|600px|thumb|none|Late-Season-2-era Yoshika zooms up from the cliffs when she's properly introduced in the credits, Type 99 in hand. (OP)]]&lt;br /&gt;
[[Image:SWovaT995.jpg|600px|thumb|none|The J7W1 Shinden's canards have been turned into vertical stabilizers in striker form, which makes a certain amount of sense; improved directional stability is preferable, as that's presumably a striker's weakest axis. Horizontal surfaces that far back may also hamper a witch's ability to manoeuvre, as witches primarily pitch with their legs. Strikers do in fact have functional ailerons for roll. (OP)]]&lt;br /&gt;
[[Image:SWovaT996.jpg|600px|thumb|none|Another good shot of the Type 99 as Yoshika climbs to rejoin the Strike Witches. (OP)]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Fliegerhammer==&lt;br /&gt;
In ''St. Trond's Thunder'', Ursula Hartmann uses the rocket launcher she herself designed, the nine-barrel Fliegerhammer; Aleksandra Litvyak is also seen with one in the opening credits. The Fliegerhammer was inspired by (both in-universe and out) the [[Luftfaust|Fliegerfaust]], while its boxy shape is reminiscent of the [[M202 FLASH]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Luftfaust-cp.jpg|thumb|none|400px|''Replica'' Fliegerfaust B with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:SWovaFH1.jpg|600px|thumb|none|Sanya aims her Fliegerhammer in the opening credits. (OP)]]&lt;br /&gt;
[[Image:SWovaFH2.jpg|600px|thumb|none|Consistent with its previous depictions, the launch order is (shooter's perspective) top row to bottom row, right to left. This is very sensible, as this order ensures the Fliegerfaust's centre of gravity is always as low and as close to the shooter as possible. (OP)]]&lt;br /&gt;
[[Image:SWovaFH3.jpg|600px|thumb|none|A barrage of nine rockets bails Erica out of a sticky situation. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH4.jpg|600px|thumb|none|Ursula arrives with perfect timing. Although the launcher is now empty, good trigger disciple is always commendable. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH5.jpg|600px|thumb|none|One Hartmann dives down to help the other, as Erica has suffered a double engine flameout from messing with the Me 262's throttle too much. (Ep.1)]]&lt;br /&gt;
[[Image:SWovaFH6.jpg|600px|thumb|none|Ursula ditches the empty launcher so she can assist her twin. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
Along with the Bren and Boys, Perrine's hidden armoury also contains a [[PIAT]], with three rounds, which Perrine brings in addition to her Bren.&lt;br /&gt;
&lt;br /&gt;
[[Image:Piat gun loaded.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:SWovaPIAT1.jpg|600px|thumb|none|Perrine's PIAT makes its combat debut, with a close-up of the first shaped charge firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT2.jpg|600px|thumb|none|A rather badass stitched image of Perrine showing up to rescue Julius, having just fired the PIAT. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT3.jpg|600px|thumb|none|After ditching her Bren and taking cover, Perrine recocks the PIAT's spring by hand, showing off witches' enhanced strength; the PIAT has a draw weight of 90kg / 200lbs. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT4.jpg|600px|thumb|none|Loading the second shaped charge into the launcher. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT5.jpg|600px|thumb|none|Perrine gives Julius a reassuring smile as they prepare to make another escape attempt. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT6.jpg|600px|thumb|none|Taking aim at the three-headed Neuroi... (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT7.jpg|600px|thumb|none|...and firing. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT8.jpg|600px|thumb|none|Knocked backward by a beam blast, Perrine loses the PIAT, and can't retrieve it due to her injured leg. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT9.jpg|600px|thumb|none|Julius braves Neuroi fire without any ability to raise a shield, and brings the launcher back to Perrine. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT10.jpg|600px|thumb|none|Perrine recocks the PIAT with her good leg. The PIAT is supposed to recock itself automatically after each shot, but in reality this wasn't always reliable. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT11.jpg|600px|thumb|none|With Lynette now on the scene, Perrine takes aim at the top of the water tower the Neuroi is hiding in. (Ep.3)]]&lt;br /&gt;
[[Image:SWovaPIAT12.jpg|600px|thumb|none|The last shaped charge is fired, blowing a hole in the top of the building large enough for Lynette to hit the water pipe with her Boys. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Autocannons=&lt;br /&gt;
==MG 151==&lt;br /&gt;
Night witch Heidemarie Schnaufer uses an [[MG 151 cannon|MG 151]] cannon as her weapon of choice; she is only seen using a training MG 151 in ''Operation Victory Arrow''. Similar to the other large cannons wielded by witches, the MG 151 has been modified with a top-mounted vertical pistol grip, a horizontal grip for the off-hand, and a detachable drum magazine; the weapon is otherwise essentially unmodified.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg15120.jpg|thumb|none|400px|MG 151 - 20x82mm]]&lt;br /&gt;
[[File:SWovaMG1511.jpg|thumb|none|600px|Heidemarie races along the river in pursuit of Minna, giving a fairly clear look at the top of her MG 151. The two added grips and detachable drum magazine (left-feed) are all visible here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1512.jpg|thumb|none|600px|As Heidemarie zooms past Erica and Gertrud, the distinctive sight assembly of the MG 151 can be made out here. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1513.jpg|thumb|none|600px|Heidemarie exchanges fire with Minna, in a high speed chase. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1514.jpg|thumb|none|600px|Aiming the cannon... (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1515.jpg|thumb|none|600px|...and firing. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMG1516.jpg|thumb|none|600px|Some residual muzzle flash, as well as a fantastic look at Heidemarie's Bf 110 G-4 striker. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==MK 214==&lt;br /&gt;
A MK 214 cannon was brought by Ursula to St. Trond for testing, alongside a refined version of the Me 262 Schwalbe jet striker. This massive cannon fires the same 50x419mmR rounds as the BK 5 that appeared in ''Strike Witches 2'', and though visually they are very similar, they are not the same weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaMK2141.jpg|thumb|none|600px|Ursula introduces the BK 214, referring to it by name. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2142.jpg|thumb|none|600px|As Gertrud readies for take off, Ursula lists two pieces of advice that also apply to the real Me 262: Do not adjust the throttle until airborne, and to prevent the engines from stalling, do not rapidly accelerate or decelerate. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2143.jpg|thumb|none|600px|As Gertrud tests the striker and the cannon, Erica comments about how long it takes to accelerate and to climb, and how it has a poor turn radius, while Ursula points out that it has a very high max speed and can carry significant firepower. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2144.jpg|thumb|none|600px|Shaken by Minna's scream over comms, Erica takes the 262 and 50mm cannon and makes a rather dramatic entrance. Look at that goddamn muzzle blast. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2145.jpg|thumb|none|600px|Despite being loaded with non-explosive AP shells, the sheer power of the cannon causes several small types around the one directly hit to also shatter. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2146.jpg|thumb|none|600px|Having never flown a jet striker before, and evidently not having paid attention to Ursula's briefing, Erica causes both engines to suffer compression stalls by adjusting the throttle too rapidly. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2147.jpg|thumb|none|600px|Twin sister to the rescue! This also gives a good sense of how massive the MK 214 is. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2148.jpg|thumb|none|600px|Ursula has Erica practice breathing exercises as she tries to coax her into restarting the Me 262's engines. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK2149.jpg|thumb|none|600px|The Hartmann twins speed towards Minna. Ursula is using an He 162 Spatz jet striker. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21410.jpg|thumb|none|600px|Erica and Ursula make yet another perfectly-timed entrance, obliterating the last four small-types with a single shot. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21411.jpg|thumb|none|600px|Minna tracks the main Neuroi inside the cloud with her spatial awareness ability, and provides precise targeting for Erica to fire into the cloud. (Ep.1)]]&lt;br /&gt;
[[File:SWovaMK21412.jpg|thumb|none|600px|Most of its &amp;quot;wing&amp;quot; blown off by the previous shot, the Neuroi leaves the cloud and tries to escape, but it doesn't stand a chance. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
=506th Joint Fighter Wing, Noble Witches cameo=&lt;br /&gt;
Four members of the Noble Witches appear in the smallest of cameos, as simple silhouettes flying far overhead. Given the composition of the 506th, this is certainly A-unit, stationed in Sedan, comprising of Heinrike Prinzessin zu Sayn-Wittgenstein (MG 151), Adriana Visconti (MG 42, or a ''pair'' of Fliegerhammers), Kunika Kuroda (MG 42), and Isabelle du Monceau de Bergendal (Boys). These four, plus Noble Witches commanding officer Rosalie de Hemricourt de Grunne, all make ''proper'' cameos in ''Strike Witches: The Movie''.&lt;br /&gt;
&lt;br /&gt;
[[File:SWova506th.jpg|thumb|none|600px|Four contrails soar over the Gallian countryside. Formed after the liberation of Gallia in September, 1944 to protect Gallia, the brass had originally wanted Perrine to command the 506th, however she turned down the offer, preferring to focus on rebuilding Gallia. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
=Vehicle-Mounted &amp;amp; Stationary Weapons=&lt;br /&gt;
==Breda-SAFAT 12.7mm machine gun==&lt;br /&gt;
A pair of Piaggio P.108B bombers are seen having attempted to take out the Neuroi on Delos in Edytha Neumann's briefing, however both were destroyed. The P.108B is armed with a total of six [[Breda-SAFAT machine gun|Breda-SAFAT machine guns]] chambered in 12.7mm, with one nose gunner, one ventral gunner, and a twin turret in each outboard engine nacelle, controlled remotely.&lt;br /&gt;
&lt;br /&gt;
[[File:12.7mmBreda-SAFAT.jpg|thumb|none|400px|Breda-SAFAT machine gun - 12.7x81mmSR]]&lt;br /&gt;
[[File:SWovaBreda-SAFAT.jpg|thumb|none|600px|Only the ventral turret of each P.108 is visible from this angle, and the turrets are currently retracted. (Ep.2)]]&lt;br /&gt;
&lt;br /&gt;
==Type 97==&lt;br /&gt;
Having aged out of her magic, Mio Sakamoto is seen flying an A6M3 Reisen in the opening credits. The Zero is armed with a pair of [[Vickers#Type 97 Aircraft Machine Gun|Type 97 aircraft machine guns]] in the engine cowling, as well as a pair of Type 99 cannons in the wings.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:SWovaT971.jpg|thumb|none|600px|Mio fires her Type 97 MGs at the Neuroi. (OP)]]&lt;br /&gt;
[[File:SWovaT972.jpg|thumb|none|600px|Mio pulls away after the run, Neuroi shards sent flying. The muzzle of one of the Type 97s can be seen just behind the black cowling. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Type 99==&lt;br /&gt;
In addition to its Type 97 MGs, the A6M is armed with a [[type 99 cannon|Type 99]] cannon in each wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Top: Type 99 Mark 1 Model 3 - 20x72mm RB / Bottom: Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:SWovaT973.jpg|thumb|none|600px|The muzzle ports for the Type 99s ''should'' be visible here, in the larger square panels along the leading edge; it seems they weren't modelled, though they'd only be visible for a couple frames. The Type 97s are, however, very visible here. (OP)]]&lt;br /&gt;
[[File:SWovaT974.jpg|thumb|none|600px|Mio in the cockpit of her A6M3, the same model she used to fly in striker form. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==MG 34 Panzerlauf==&lt;br /&gt;
A Tiger I is seen in the opening credits, and while they're not visible from the rear, it would be armed with a pair of [[MG34|MG 34 Panzerlauf]] variants, one in the coaxial mount, one hull-mounted, as well as its 8.8cm KwK 36 main cannon. This Tiger is actually an early-production H1 variant, specifically Tiger 100, complete with &amp;quot;100&amp;quot; and white elephant markings. In reality, Tiger 100 was captured intact by the Russians late in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG 34 Panzerlauf with stock fitted - 7.92mm Mauser]]&lt;br /&gt;
[[File:SWovaMG34V.jpg|thumb|none|600px|The difference between early-production H1s and the more iconic later version was the pair of storage boxes on the sides of the turret (as opposed to one in the rear), and the lack of any armoured side skirts. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 36==&lt;br /&gt;
A trio of the iconic &amp;quot;eighty-eights&amp;quot; are seen somewhere in (presumably) Karlsland in the opening credits.&lt;br /&gt;
[[Image:FlaK36.jpg|thumb|none|400px|German FlaK 36 (note two-piece barrel with locking collar) - 88x571mm R]]&lt;br /&gt;
[[File:SWova88.jpg|thumb|none|600px|Gertrud, Erica, and Minna at a base defended by a few FlaK guns. Note the two-piece barrels. (OP)]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
St. Trond airbase is heavily defended by large AA batteries which appear to be oversized twin-mounted [[Bofors 40mm|Bofors]] guns.&lt;br /&gt;
&lt;br /&gt;
[[File:BoforsTwin.jpg|thumb|none|400px|Bofors 40mm L/60 twin mounting - 40x311mmR]]&lt;br /&gt;
[[File:SWovaB1.jpg|thumb|none|600px|The castle-style main part of the base features a twin AA gun on each turret, as well as two more along the front wall; the opposite side presumably has another two, making for a total of twelve twin cannons. (Ep.1)]]&lt;br /&gt;
[[File:SWovaB2.jpg|thumb|none|600px|A closer shot of some of the cannons, as Gertrud and Minna sortie. The distinctive barrels of the Bofors are visible here, albeit significantly larger. (Ep.1)]]&lt;br /&gt;
&lt;br /&gt;
==2cm Flakvierling 38==&lt;br /&gt;
The Brave Witches' small frontline base near Petersburg is defended by three [[2cm FlaK 38#Flakvierling 38|Flakvierling 38]] quad-cannons. As ''[[Brave Witches]]'' is set before ''Strike Witches 2'', this scene takes place much later than the events of ''Brave Witches''.&lt;br /&gt;
&lt;br /&gt;
[[File:Flak38.jpg|thumb|none|400px|Flakvierling 38 - 20x138mm B]]&lt;br /&gt;
[[File:SWovaFV.jpg|thumb|none|600px|Three Flakvierling 38s sit at the perimeter of the outpost, as Aleksandra Pokryshkin, Nikka Katajainen, Sanya, and Eila play cards on the deck. (Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
==Naval Weapons==&lt;br /&gt;
Assorted AA guns and cannons are seen on military and armed civilian ships.&lt;br /&gt;
&lt;br /&gt;
[[File:SWovaN1.jpg|thumb|none|600px|Left to right: an ''Iowa''-class battleship, ''Bismarck'', IJN ''Yamato'', and both ''King George V''-class battleships (HMS ''Prince of Wales'' and ''King George V''. (OP)]]&lt;br /&gt;
[[File:SWovaN2.jpg|thumb|none|600px|(OP)]]&lt;br /&gt;
[[File:SWovaN3.jpg|thumb|none|600px|With Mio having lost her magic, so to did her personally forged katana, Reppumaru, which is now simply an ordinary sword. (OP)]]&lt;br /&gt;
[[File:SWovaN4.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN5.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN6.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN7.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN8.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN9.jpg|thumb|none|600px|(Ep.2)]]&lt;br /&gt;
[[File:SWovaN10.jpg|thumb|none|600px|(Ep.3)]]&lt;br /&gt;
&lt;br /&gt;
{{Strike Witches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:20mm_Oerlikon_Cannon.jpg&amp;diff=1279301</id>
		<title>File:20mm Oerlikon Cannon.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:20mm_Oerlikon_Cannon.jpg&amp;diff=1279301"/>
		<updated>2019-06-17T10:53:51Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: Evil Tim uploaded a new version of &amp;amp;quot;File:20mm Oerlikon Cannon.jpg&amp;amp;quot;: Gonna have to revert this, whatever level fix you've done has destroyed all the definition on the recoil spring housing by making it too dark.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gun Image]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=FB_MSBS_Grot&amp;diff=1279294</id>
		<title>FB MSBS Grot</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=FB_MSBS_Grot&amp;diff=1279294"/>
		<updated>2019-06-17T10:14:04Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Msbs-5.45 - 2014.jpg|thumb|right|400px|MSBS-5.56K Radon / Grot C16FB (2014-2015 model) - 5.56x45mm]]&lt;br /&gt;
[[file:Msbs-5.45B - 2014.JPG|thumb|right|400px|MSBS-5.56B Radon / Grot B16FB (2014-2015 model) - 5.56x45mm]]&lt;br /&gt;
[[file:MSBS-5,56.jpg|thumb|right|400px|MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
The '''MSBS-5.56''' (''Modułowy System Broni Strzeleckiej kalibru 5,56mm'', &amp;quot;Module-based Firearm System 5.56mm Calibre&amp;quot;) is a Polish next-generation modular rifle system developed by [[Fabryka Broni Radom]] as a replacement for AK-pattern rifles in Polish service. Consisting of a common upper receiver and handguard, the rifle can be configured with different lowers as either a traditional layout (MSBS-5.56K) or bullpup layout (MSBS-5.56B). Modular parts are planned to allow both configurations to be built up as standard rifle, squad support weapon, compact carbine or marksman rifle. 53,000 examples are currently ordered by the Polish military.&lt;br /&gt;
&lt;br /&gt;
Known as '''Radon''' during development (the name being first announced in 2010), in 2017 it was announced that the rifle will officially be known as the '''Grot''' (a word used for various pointed weapons such as arrows, darts and javelins): this replaces both the old Radon name and seemingly also the MSBS name.&lt;br /&gt;
&lt;br /&gt;
The Polish Ministry of Defense has created a new naming scheme for the Grot rifles, in the following formula:&lt;br /&gt;
*'''Grot''' - official name of the rifle, followed by a space&lt;br /&gt;
*'''C''', '''B''', '''R''' - standard, bullpup, or &amp;quot;representative&amp;quot; (inert drill version)&lt;br /&gt;
*'''10''', '''16''', '''20''' - barrel length in inches&lt;br /&gt;
*'''G''', '''M''', '''PS''' - grenadier, machine gun or DMR. This letter is skipped if the weapon is configured as an assault rifle.&lt;br /&gt;
*'''FB''' - standing for the manufacturer's name&lt;br /&gt;
*'''-Mx''' - x corresponding to the series number.&lt;br /&gt;
&lt;br /&gt;
For example, a Grot C16GFB-M1 would be a standard layout series 1 rifle with a 16-inch barrel and a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
A grenade launcher module, the [[GPBO-40 grenade launcher]], is also part of the system, with a standalone version called GSBO-40.&lt;br /&gt;
&lt;br /&gt;
A 7.62mm variant has also entered the prototype phase.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(Development 2007-2015, production 2017-present)&lt;br /&gt;
&lt;br /&gt;
* '''Manufacturer:''' [[Fabryka Broni Radom]]&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Modular Rifle: common upper receiver with conventional and bullpup lowers: both have assault rifle, compact carbine, light support weapon, and designated marksman rifle configurations&lt;br /&gt;
&lt;br /&gt;
* '''Caliber:'''  5.56x45mm NATO&lt;br /&gt;
&lt;br /&gt;
* '''Length:'''  {{convert|mm|980}} Standard, {{convert|mm|720}} Bullpup&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:'''  {{convert|in|10}},{{convert|in|16}}, {{convert|in|20}}&lt;br /&gt;
 &lt;br /&gt;
* '''Feed System:''' [[STANAG]] magazines&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Semi-Auto / 3-Round Burst / Full-Auto&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title}}&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mod'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Ghosts]]||MSBS||with various attachments||B model, based on 3D printed design mock-up ||2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[ArmA III]]''||Promet ||with various attachments||B model, added in &amp;quot;Contact&amp;quot; expansion, 2019|| 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Survarium]]||MSBS Radon||||K model||2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cross Fire]]||MSBS||||K model||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Warface]]||&amp;quot;MS RADEK&amp;quot;||||B model||2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Sniper: Ghost Warrior 3]]''||&amp;quot;Archer AR-15&amp;quot;||with integral foregrip and more ergonomics|| K model || 2017&lt;br /&gt;
|- &lt;br /&gt;
| ''[[Ironsight]]'' || MSBS556B || tan finish|| B model || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[World War 3]]'' || MSBS &amp;lt;br&amp;gt; MSBS-B || ||K and B model &amp;lt;br&amp;gt; Game states that the B model is chambered in .300 Blackout|| 2018&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Rifle]]&lt;br /&gt;
[[Category:Assault Rifle]]&lt;br /&gt;
[[Category:Sniper Rifle]]&lt;br /&gt;
[[Category:Carbine]]&lt;br /&gt;
[[Category:Bullpup]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Binary_Domain&amp;diff=1279293</id>
		<title>Talk:Binary Domain</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Binary_Domain&amp;diff=1279293"/>
		<updated>2019-06-17T09:58:26Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Image */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rifle==&lt;br /&gt;
Do you suppose the AK is supposed to be a [[Galil]] or a Valmet?  --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:39, 30 April 2013 (EDT)&lt;br /&gt;
:Yeah, actually when I was building that section I had both the Galil SAR and Valmet M95 images there before just going with the AKS-74. The big problem with it being either of those is it still has the AK-style gas tube retainer / rear sight block, you can see the dismantling lever in the first shot. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:58, 30 April 2013 (EDT)&lt;br /&gt;
::Yeah, that thing is a mess. I have to get back in the saddle and just beat this game. I think I'm about three-quarters of the way through. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:01, 30 April 2013 (EDT)&lt;br /&gt;
:::I guess the idea with most of the rebel gear is that it's made of mismatched scavenged parts, like that machine gun that's a PKM with an RPD handguard and the muzzle of an MG42. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 15:08, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
One thing that does get me about this game is how a silly game about shooting giant guns at robots has all the characters showing better trigger discipline than most serious modern war games can manage. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:11, 7 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
&lt;br /&gt;
Leaving this here since I don't know what it's suppose to be unless someone has access to the game's data files.&lt;br /&gt;
&lt;br /&gt;
[[File:BD CG lineart RL.jpg|none|300px]].&lt;br /&gt;
-- [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 08:02, 5 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
That model is based loosely on the MK153 SMAW. If it doesn't appear in this game, it does appear in [[Yakuza Kiwami]]. [[User:Eddiehimself|Eddiehimself]] ([[User talk:Eddiehimself|talk]]) 11:44, 9 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's the Resistance's rocket launcher, it's weapon number 24 in the weapon list. You can see it here:&lt;br /&gt;
:[[Image:BinaryDomain-Stinger-1.jpg|theumb|none|600px]]&lt;br /&gt;
:[[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:58, 17 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== See a AR-15 like rifle ... ==&lt;br /&gt;
&lt;br /&gt;
But bigger, on the final enemies. The Americans Mechas. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:41, 8 December 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Someone can ID these? ==&lt;br /&gt;
&lt;br /&gt;
[[File:ar15binarydomain.jpg|600px|thumb|none]]&lt;br /&gt;
[[File:binarydomainmg.jpg|600px|thumb|none]]&lt;br /&gt;
--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:19, 17 December 2016 (EST)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File_talk:Futuresubjecttochange.jpg&amp;diff=1279291</id>
		<title>File talk:Futuresubjecttochange.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File_talk:Futuresubjecttochange.jpg&amp;diff=1279291"/>
		<updated>2019-06-17T09:49:07Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: Created page with &amp;quot;I should perhaps add another arrow followed by nothing. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I should perhaps add another arrow followed by nothing. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:49, 17 June 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1279285</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1279285"/>
		<updated>2019-06-17T09:38:02Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Heckler &amp;amp; Koch HK433 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P320==&lt;br /&gt;
The [[SIG-Sauer P320]] appears in the Reveal Trailer being used by the character Kyle Gerrick, a London police officer.&lt;br /&gt;
[[File:SIGP320.jpg|thumb|none|300px|SIG-Sauer P320 - 9x19mm]]&lt;br /&gt;
[[File:Rrt877 codmw2019 pistol.jpg|thumb|none|600px|Officer Gerrick firing a P320 at a terrorist.]]&lt;br /&gt;
&lt;br /&gt;
==M1911 variant==&lt;br /&gt;
A modernized M1911 variant is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
A suppressed [[Heckler &amp;amp; Koch MP5A3]] is seen held by an SAS operative in the reveal trailer.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor and micro red dot.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
An [[Uzi#Uzi|Uzi]] is briefly seen.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MW19-Uzi-1.jpg|thumb|none|600px|The Uzi on the far left.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester 1200==&lt;br /&gt;
A Winchester 1200 with the same stock configuration from ''[[Call of Duty 4: Modern Warfare]]'' is seen slinged on an SAS operative in the reveal trailer.&lt;br /&gt;
[[File:WinM1200B.jpg|thumb|none|450px|A heavily modified Winchester 1200 as seen in ''Remastered'' - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A [[Remington 870]] with a heat shield and an upper rail is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
‎[[File:Remington870NewModel.jpg‎|thumb|none|450px|Remington 870 Police Magnum with black synthetic furniture - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK Variant==&lt;br /&gt;
An AK variant is seen being fired in the air. It resembles a German [[MPi-KMS-72]], but is shown with a 90 degree gas block and a wooden handguard with palm swell like the [[AK-74]].&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|400px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A FAMAS F1 appears in the reveal trailer being used by a female terrorist in London.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by a terrorist at Piccadilly Circus.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
Price is seen holding a suppressed [[Heckler &amp;amp; Koch HK433]] rifle with a modified stock in the reveal trailer and promotional screenshots.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his modified HK433. And a set of L-3 GPNVG-18 panoramic night-vision goggles somehow attached to his hat.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
M4A1 rifles are seen in promotional artwork.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|400px|M4A1 - 5.56x45mm]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|Operators with M4A1 rifles.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
Two SAS operatives are seen with suppressed [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]]s fitted with EOTech XPS sights.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|400px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding MCX VIRTUS SBRs during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18==&lt;br /&gt;
A [[M16_rifle_series#CQB-R_.2F_Mk_18_Mod_0|Mk 18]] appears in the reveal trailer in the hands of an US soldier.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:Codmw2019 carabine.jpeg|thumb|none|600px|Mk18 in the hands of an US soldier patrolling a Middle Eastern city.]]&lt;br /&gt;
&lt;br /&gt;
==B&amp;amp;T APC556==&lt;br /&gt;
The APC556 appears in the reveal trailer held by one of Prices squad members.&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
[[File:Rrt877 codmw2019 rifle3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle 2==&lt;br /&gt;
Price is holding an unidentified assault rifle at the end of the reveal trailer.&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|Price holding the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Unidentified Bolt Action Sniper Rifle==&lt;br /&gt;
An unidentified sniper rifle is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K MG5==&lt;br /&gt;
A US soldier holds an [[Heckler_%26_Koch_MG5|H&amp;amp;K MG5]] in the reveal trailer.&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|400px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Codmw2019 lmg and carbine.jpeg|thumb|none|600px|A US soldier wielding an MG5.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|600px|A US soldier holding an Mk 46 Mod 0 on the left]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
Seen being carried by SAS operatives in the reveal trailer.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1279284</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1279284"/>
		<updated>2019-06-17T09:36:40Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Heckler &amp;amp; Koch HK433 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P320==&lt;br /&gt;
The [[SIG-Sauer P320]] appears in the Reveal Trailer being used by the character Kyle Gerrick, a London police officer.&lt;br /&gt;
[[File:SIGP320.jpg|thumb|none|300px|SIG-Sauer P320 - 9x19mm]]&lt;br /&gt;
[[File:Rrt877 codmw2019 pistol.jpg|thumb|none|600px|Officer Gerrick firing a P320 at a terrorist.]]&lt;br /&gt;
&lt;br /&gt;
==M1911 variant==&lt;br /&gt;
A modernized M1911 variant is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
A suppressed [[Heckler &amp;amp; Koch MP5A3]] is seen held by an SAS operative in the reveal trailer.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor and micro red dot.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
An [[Uzi#Uzi|Uzi]] is briefly seen.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MW19-Uzi-1.jpg|thumb|none|600px|The Uzi on the far left.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester 1200==&lt;br /&gt;
A Winchester 1200 with the same stock configuration from ''[[Call of Duty 4: Modern Warfare]]'' is seen slinged on an SAS operative in the reveal trailer.&lt;br /&gt;
[[File:WinM1200B.jpg|thumb|none|450px|A heavily modified Winchester 1200 as seen in ''Remastered'' - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A [[Remington 870]] with a heat shield and an upper rail is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
‎[[File:Remington870NewModel.jpg‎|thumb|none|450px|Remington 870 Police Magnum with black synthetic furniture - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK Variant==&lt;br /&gt;
An AK variant is seen being fired in the air. It resembles a German [[MPi-KMS-72]], but is shown with a 90 degree gas block and a wooden handguard with palm swell like the [[AK-74]].&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|400px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A FAMAS F1 appears in the reveal trailer being used by a female terrorist in London.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by a terrorist at Piccadilly Circus.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
Price is seen holding a suppressed [[Heckler &amp;amp; Koch HK433]] rifle with a modified stock in the reveal trailer and promotional screenshots.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his modified HK433. And a set of panoramic night-vision goggles somehow attached to his hat.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
M4A1 rifles are seen in promotional artwork.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|400px|M4A1 - 5.56x45mm]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|Operators with M4A1 rifles.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
Two SAS operatives are seen with suppressed [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]]s fitted with EOTech XPS sights.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|400px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding MCX VIRTUS SBRs during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18==&lt;br /&gt;
A [[M16_rifle_series#CQB-R_.2F_Mk_18_Mod_0|Mk 18]] appears in the reveal trailer in the hands of an US soldier.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:Codmw2019 carabine.jpeg|thumb|none|600px|Mk18 in the hands of an US soldier patrolling a Middle Eastern city.]]&lt;br /&gt;
&lt;br /&gt;
==B&amp;amp;T APC556==&lt;br /&gt;
The APC556 appears in the reveal trailer held by one of Prices squad members.&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
[[File:Rrt877 codmw2019 rifle3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle 2==&lt;br /&gt;
Price is holding an unidentified assault rifle at the end of the reveal trailer.&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|Price holding the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Unidentified Bolt Action Sniper Rifle==&lt;br /&gt;
An unidentified sniper rifle is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K MG5==&lt;br /&gt;
A US soldier holds an [[Heckler_%26_Koch_MG5|H&amp;amp;K MG5]] in the reveal trailer.&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|400px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Codmw2019 lmg and carbine.jpeg|thumb|none|600px|A US soldier wielding an MG5.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|600px|A US soldier holding an Mk 46 Mod 0 on the left]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
Seen being carried by SAS operatives in the reveal trailer.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Main_Page&amp;diff=1279265</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Main_Page&amp;diff=1279265"/>
		<updated>2019-06-17T08:06:06Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: No longer an issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''See [[Talk:Main_Page/Archive_1]], [[Talk:Main_Page/Archive_2]], [[Talk:Main_Page/Archive_3]]  [[Talk:Main_Page/Archive_4]] [[Talk:Main_Page/Archive_5]], [[Talk:Main_Page/Archive_6]], [[Talk:Main_Page/Archive_7]] or [[Talk:Main_Page/Archive_8]] for older discussions''''':&lt;br /&gt;
&lt;br /&gt;
'''COMMON ISSUES, CHECK HERE FIRST:'''&lt;br /&gt;
&lt;br /&gt;
'''The page thumbnail isn't updating when I upload a new version of an image'''&lt;br /&gt;
&lt;br /&gt;
IMFDB uses a hosting service called Cloudflare. One side-effect of this is that there is a Cloudflare server between IMFDB's server and you, so uploading a new version of an image updates the image on the actual server, but it doesn't update the one stored in Cloudflare's cache for a while, and that's what people see. You can force an update to the thumbnail by changing the size of the displayed image by even a single pixel, but the image itself you just have to wait for. So just change it from, say 600px to 601px after uploading the new image and it should update on the page.&lt;br /&gt;
&lt;br /&gt;
'''I got this weird message about failing to create an image and the mwstore?'''&lt;br /&gt;
&lt;br /&gt;
For reasons that are unclear, the image uploader dislikes certain combinations of numbers being present in a filename. Try re-submitting but removing any strings of multiple numbers from the filename (eg change LordOfTheRings-1911-1.jpg to LordOfTheRings-ColtPistol-1.jpg).&lt;br /&gt;
&lt;br /&gt;
==2019==&lt;br /&gt;
May you all have a great 2019! Happy New Year! --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 16:46, 31 December 2018 (EST)&lt;br /&gt;
:Damn, I was hoping to beat everyone else to it this year. Stupid timezones... well, regardless, best wishes to everybody here! Here's to hoping that 2019 turns out well. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:58, 31 December 2018 (EST)&lt;br /&gt;
::Happy New Year! Best wishes to everybody, in all corners of our Earth! [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 18:26, 31 December 2018 (EST)&lt;br /&gt;
:::Guess what everyone? It's finally the ''[[Blade Runner]]'' year! Go get your spinners and PKD Blasters and hunt those skinjobs from the face of the Earth!--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:56, 31 December 2018 (EST)&lt;br /&gt;
:::: ^ Stay away from my pleasure model, bud! And a kickass 2019 to all. ;) [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 20:59, 31 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Foreign language titles with translated titles that start with &amp;quot;The&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So the IMFDB policy on films with foreign titles only is to use a translated title and include the original title in brackets after the title. However, when &amp;quot;The&amp;quot; appears at the start of the translated title, our policy is apparently to move it to the end of the title too. This creates confusing titles like [[Gleiwitz Case (Der Fall Gleiwitz), The]], [[White Guard (Belaya gvardiya), The]], or the extremely confusing [[Star (Zvezda), The (1949)]], which adds a year at the end of the title. These titles are very confusing for several reasons: one is that the title is partially broken up due to the &amp;quot;The&amp;quot; policy, meaning that the translated title loses its &amp;quot;The&amp;quot;, which can change its meaning. Two is that these translated titles are not actually official titles; sorting them with or without &amp;quot;the&amp;quot; is meaningless since we're sorting them by an unofficial title created solely for IMFDB. If anything, they should be sorted by their original language title. Thus, I propose that these titles should be exempt from the &amp;quot;The&amp;quot; rule, and they should use &amp;lt;nowiki&amp;gt;{{DEFAULTSORT}}&amp;lt;/nowiki&amp;gt; to sort them based on their original language titles. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:23, 12 January 2019 (EST)&lt;br /&gt;
: We add years to differentiate between same-named titles; remakes and series and so forth. It's a unilateral practice and one that I fail to see makes anything ''more'' confusing. That said, [[Rules,_Standards_and_Principles#The_American_Release_Title_takes_precedence|our rule]] on the matter seems to handle the rest of your so-called 'problem'. If there's no official title, we use a translated title except in certain instances, simple as that. This is how we do it, and have done it for all this time with - until now - no complaint whatsoever that I'm aware of. And if the translation includes a 'the' to it (and I'll grant that may be an optional linguistic liberty in some cases), well there it is. I don't think anybody's willing to get into a debate on the merits of translation and usage here. That aside this is just an extension of your previous complaint about the 'the' issue, and like that issue this is a 'problem' that again no one has raised as such other than you. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:37, 12 January 2019 (EST)&lt;br /&gt;
:: Fine. With no support, I'm not gonna pursue a policy change. But my opinion won't be changing in the slightest. The IMFDB policy is ''very'' flawed and is only maintained out of sheer laziness. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:03, 12 January 2019 (EST)&lt;br /&gt;
::: Hey I'm just one user who provided a counterargument, I don't decide things around here or anything so don't be defeated so quick - at least give it a bit and see how others respond. Not saying it will make a change happen per-say but who knows? That said you can have any opinion you like about the standards - I certainly don't agree with absolutely everything myself - but they're what we got and what we operate on; saying one way is poorer or better is mostly subjective. For the record, I'm pretty sure the RS&amp;amp;P were arrived at with some consideration and thought. Which brings me to my final 'for the record' remark: I doubt calling the rest of us lazy is going to gain you any support in anything. Just sayin'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 19:20, 12 January 2019 (EST)&lt;br /&gt;
:::: Sorry. My meanings came out wrong. I meant that the policy was &amp;quot;lazy&amp;quot; in the sense that it was never challenged despite having obvious flaws. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:05, 12 January 2019 (EST)&lt;br /&gt;
::::: Clarification accepted, and kind of goes to my original point - Maybe it hasn't been challenged because it's just not that big an issue in the first place. Again just sayin'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:03, 13 January 2019 (EST)&lt;br /&gt;
Frankly I'm unsure as to why the &amp;quot;The&amp;quot; rule exists at all aside from noone wanting to put in the effort to switch everything over. It's ugly and absolutely nowhere else does it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 19:40, 12 January 2019 (EST)&lt;br /&gt;
: We had [[Talk:Main_Page/Archive_8#The_Titling.2C_The|that discussion]] already. That being said Tamarin now you have made the insinuation I took issue with before - one that frankly peeves me quite a bit. That said, no I don't believe there is any dire need to go about such a massive wholesale change on the site that really will improve next-to-absolutely-nothing on here aside from satisfying some aesthetic ideal. Imply we're a bunch of lazy slobs for it if you want, but again that is one of the methods that is least likely to get us to consider changing anything. But perhaps no one has bothered putting forth the effort for this 'problem' because there is none and as such the effort is not nearly worth the bother. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:03, 13 January 2019 (EST)&lt;br /&gt;
::I totally agree with Stan. We have redirects for using on actors and guns pages. And site technical administrators have enough troubles with maintaining its current status, without being distracted by doubtful offers. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 14:53, 13 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weird redirects on mobile ==&lt;br /&gt;
&lt;br /&gt;
When opening the site on mobile for... let's say, the first time in a day: am I the only one who automatically gets redirected to strange websites like tlgram.me and something like sls gateway? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:57, 20 January 2019 (EST)&lt;br /&gt;
:I checked it just now (it's first time in a day) and found no problems. You are logged or not? Sometimes there are various pop-ups for unregistered users, maybe it's this case? [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 08:24, 20 January 2019 (EST)&lt;br /&gt;
::Eh, it's unrelated to those pop-ups. I'm indeed logged in, and it's almost always the Recent Changes link that I open for the first time. The issue started happening with me 2-3 months ago, and I thought it was temporary, but it's still occurring as of now. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:01, 20 January 2019 (EST)&lt;br /&gt;
:::Have you eliminated the possibility that it's malware on your phone? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:07, 20 January 2019 (EST)&lt;br /&gt;
::::Well, not that it's impossible, but aside from the fact that I commonly clean it up for maintenance/optimization, this literally only happens with this website (which is why I asked). Maybe it depends on the browser used or something; but anyway I'll make some more thorough cleanup and see if this persists. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:59, 20 January 2019 (EST)&lt;br /&gt;
:Exactly the same problem. Using Chrome on Galaxy Note 4. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 19:37, 20 January 2019 (EST)&lt;br /&gt;
:I need to chime in on this.  I've been getting this re-direct for the past few months on two different phones (Sony Xperia XZ and XZ2 Premium, both on Chrome). -- [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 21:35, 20 January 2019 (EST)&lt;br /&gt;
::^ So I'm not the only one. I'm using Chrome too, on a Galaxy device. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:14, 21 January 2019 (EST)&lt;br /&gt;
Also checked some other browsers (namely, default Galaxy's browser, Opera and UC). I didn't get redirects on default browser (the only one on my phone without any kind of adblocker). Looks like it's Chrome's problem. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 19:19, 27 January 2019 (EST)&lt;br /&gt;
:I was wrong. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 19:22, 27 January 2019 (EST)&lt;br /&gt;
This shouldn't be happening and I'm looking into it now. It's very strange because I can't consistently reproduce it. If someone has a setup where it always happens I can try and create a virtual environment with those properties and track it down. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 14:32, 26 February 2019 (EST)&lt;br /&gt;
:Looks like no more redirects. Thanks! [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 00:53, 20 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some type of Non-Gun??? ==&lt;br /&gt;
Need some help identifying this.  This pistol is obviously some kind of prop Non-Gun, as it just makes a flash once fired with no moving parts or shells ejected.  I thought it might be some Colt model at first but it looks a bit too short. [[User:Theakker3|Theakker3]] ([[User talk:Theakker3|talk]]) 19:37, 26 February 2019 (EST)&lt;br /&gt;
[[File:Colt1911NonGunSC91 1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 7.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 4.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 5.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 6.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 8.jpg|thumb|none|600px|Here is a very clear picture of it.  Any ideas???]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 9.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Can anyone make out what this is?==&lt;br /&gt;
I am not too keen on revolvers to begin with.  I thought maybe a Smith &amp;amp; Wesson Model 15 but the barrel looks too short.  Anyone have any ideas?&lt;br /&gt;
[[Image:UnknownShortBarrelRevolverSC 3.jpg|thumb|none|600px]]&lt;br /&gt;
:Looks like a rubber cast of a Smith and Wesson Model 27 with a 3.5&amp;quot; barrel. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 10:43, 27 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Editing this image==&lt;br /&gt;
&lt;br /&gt;
Can't seem to edit [http://www.imfdb.org/wiki/File:Beretta8000CougarF.jpg this image] since it doesn't have a category. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 09:22, 12 March 2019 (EDT)&lt;br /&gt;
:That's a random bug that can sometimes happen. It should be fixed if an admin deletes the file and directly restores it.. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 12 March 2019 (EDT)&lt;br /&gt;
::I just tried deleting the file and restoring. No change. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:52, 12 March 2019 (EDT)&lt;br /&gt;
:::Ok I've reuploaded it under a new file name. Can you delete [http://www.imfdb.org/wiki/File:BerettaCougarF.jpg this] and [http://www.imfdb.org/index.php?title=File:Beretta8000CougarF.jpg&amp;amp;redirect=no this]? Then we will be able to rename [http://www.imfdb.org/wiki/File:Beretta8000-CougarF.jpg this] into the original title &amp;quot;Beretta8000CougarF.jpg&amp;quot; and avoid having to change the name in all pages. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:01, 12 March 2019 (EDT)&lt;br /&gt;
::::I didn't see your message before I deleted and reuploaded the same image under the same name. It did fix it though. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:21, 12 March 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What should be done when a user objects to the decisions of an administrator? ==&lt;br /&gt;
&lt;br /&gt;
What should be done if a user objects to the actions or decisions of an administrator? If a user accuses an administrator of behaving improperly, or has a dispute with an administrator's actions (i.e. a dispute not on content, but on conduct), is there any form of arbitration process ([https://en.wikipedia.org/wiki/Wikipedia:Arbitration like on Wikipedia]) to resolve the dispute? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:24, 5 April 2019 (EDT)&lt;br /&gt;
:Ban, of course. Administrators are therefore administrators, because nobody argues with them. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 15:40, 5 April 2019 (EDT)&lt;br /&gt;
This question is just in case, or on some specific occasion? [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:37, 5 April 2019 (EDT)&lt;br /&gt;
:: Eh, it is a legitimate question - I will say being an admin doesn't give one license to act or be 'high and mighty'. '''IF''' that is actually the case, mind you - Which I personally don't think to be so much, either generally or in regards to a particular admin and issue that precipitated this query (Yes you know who and what I'm talking about). For the most part the admins do just fine, yes even that sometimes overbearing Tim bastard. :P As for the question of recourse on a 'what if' basis, well, only thing I can suggest (beyond the already existing and proffered process of talking it out directly) is consulting with the other admins and/or bunni. But even I who have butted heads a time or two stress it's not something to do lightly. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:48, 5 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
For the record, my decision to ask the question is influenced by the &amp;quot;recent incident&amp;quot;, though not completely. I had personally went into conflict with the administration a few times. Most of the time I decided to back down and not pursue further when situation begins to escalate. While I was never banned because of those conflicts, the manner these previous disputes were handled made me feel uncomfortable about the administration of IMFDB. The recent incident made me decide to come out and ask if there is any form of professionally conducted arbitration process to resolve disputes that ''do'' get out of hand. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:13, 5 April 2019 (EDT)&lt;br /&gt;
:I'm not aware of any formal arbitration process, I always tell users to work it out on the talk page. I don't care how old you are, I expect all users to act with maturity and civility. (And if we're talking about the same user, I'd like to point out that the temporary ban has already expired.) I personally make a point to avoid publicly contradicting my fellow admins, and it would seem my fellow admins agree. The last time I saw an admin publicly contradict another, it was turning a temporary ban into a permanent one. We do have an admin only section on the forum where we can discuss things in private however. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:42, 5 April 2019 (EDT)&lt;br /&gt;
::There's no formal process, it's yet to have ever really been an issue. I'm sure we'll make something up if it ever does. In that specific instance, Alex was demanding I discuss something when I already ''had'' discussed it on the other user's talk page. I would say the best way is &amp;quot;discuss your issue with the admin in question&amp;quot; and the worst way is &amp;quot;edit war with the admin.&amp;quot; Or even more simply, if you're instructed to stop doing something, nobody is going to ban you for discussing the matter, but they ''are'' going to ban you for just doing the same thing again. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 00:29, 6 April 2019 (EDT)&lt;br /&gt;
:::I do agree that Alex was wrong to edit war with an admin. The event was more of a catalyst that made me decide to come out and speak up my mind.&lt;br /&gt;
&lt;br /&gt;
:::Frankly speaking, I am OK with the solution of just &amp;quot;work it all out on the talk page&amp;quot;. It's just that I guess on some level we're just not that good at discussing. Evil Tim and Slon95's discussion on whether or not the Fedorov Avtomat magazines were or were not hand-fitted for example. It escalated the situation, did not generate constructive discussion (neither side was providing verified sources of information), and ended only because one side decided to not pursue further. There's a --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:56, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It escalated it to a point where one side backed down, it's not ideal in any sense but it prevents some prolonged banter in the talk page about whose source is right and whose source is wrong. For my two cents, it doesn't really matter if swapping mags was accurate for a Federov or not, BF 1 would've done it anyway even if there's a well regarded source saying they didn't. This is the same game where people can somehow carry around full size M1917 machine guns without splitting in half, realism isn't their priority. --[[User:PaperCake|PaperCake]] 14:39, 6 April 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== need help identifying revolver ==&lt;br /&gt;
&lt;br /&gt;
[[image:Hdtfrevolver.jpg|thumb|none|600px|it looks like a smith and wesson model 500 but chambered in .44 magnum]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, that's the extended barrel M500&lt;br /&gt;
&lt;br /&gt;
:[[Image: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;
:Couple of little changes like the flash hider design and length of rail. As a videogame gun, chambering doesn't really matter because you could ''say'' it was chambered for any calibre you like. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:05, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
thanks bub [[User:TheExplodingBarrel|TheExplodingBarrel]] ([[User talk:TheExplodingBarrel|talk]]) 16:09, 6 April 2019 (EDT) i also forgot to actually sign my post in the original one&lt;br /&gt;
&lt;br /&gt;
:On second thoughts, looks like they may have based it partly on [https://i.pinimg.com/736x/f3/70/3d/f3703d4c295d887195a6a44ce9501bc7--custom-guns-knifes.jpg this Performance Center gun], which is actually a Model 629. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:15, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Hdtfrevolver.jpg|thumb|none|600px|]]&lt;br /&gt;
:[[Image:Smith Wesson 44 Magnum Hunter 009-sm.jpg|thumb|none|600px|Performance Center Smith &amp;amp; Wesson Model 629 .44 Magnum Hunter - .44 Magnum]]&lt;br /&gt;
:Seems all they did was remove the panel that says Performance Center and mess up the flash hider a bit. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:25, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
there is an unused alternate texture set that does match the 629 image you found &lt;br /&gt;
[[File:Hdtfrevolver2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[User:TheExplodingBarrel|TheExplodingBarrel]] ([[User talk:TheExplodingBarrel|talk]]) 16:32, 6 April 2019 (EDT)&lt;br /&gt;
: Was going to say the cylinder isn't nearly big enough for the X-frames. This is indeed based off the .44. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:48, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh dear gosh, that's Hunt Down the Freeman. I (thankfully) haven't played it, but I saw footage of it on YouTube, and I can agree with everybody else you might encounter that it's one of the most laughable Half-Life mods (if not THE most laughable). I've been wondering if someone here would end up purchasing it, let alone screencapping it. @TheExplodingBarrel I wish you the best of luck :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:29, 2 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Need an assessment==&lt;br /&gt;
&lt;br /&gt;
Checking the [http://www.imfdb.org/wiki/Ace_Attorney Ace Attorney article] again, I don't think the pistol I IDed as a Norinco QSZ-92 is it. I may have made a mistake. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 09:26, 10 April 2019 (EDT)&lt;br /&gt;
: It has an [[M1911]] slide in the last image for whatever reason. Also, that SMG isn’t really a Grease Gun as it seems to only have a vertical foregrip, with the mag in the pistol grip like the Linda pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 10 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Was MP-131K ever imported to the USA? ==&lt;br /&gt;
&lt;br /&gt;
Well, I, as always, stumbled upon another strangest thing: [https://www.northwestfirearms.com/attachments/qzex8br-jpg.411221/]. Note that the lower version is set in the &amp;quot;Ivan's Hammer&amp;quot; configuration. Also a box magazine is declared in 5 rounds (known MP-131Ks in Russia have only the 3-round magazines, apparently due to restrictions of the laws). From what I want to ask - was it implemented in reality? Or was it just another stillborn project (speaking of import)? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 09:13, 18 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two pages doesn't open in some browsers ==&lt;br /&gt;
&lt;br /&gt;
I got a strange problem: two pages, '''[[Severino]]''' and '''[[Osceola]]''', appear absolutely empty when opened in Internet Explorer and Chrome but they are OK in Firefox (tested on Windows 7 and Android). I copied all content from one of these page on a test page, and this test page opended correctly in IE and Chrome - so the problem is not in the page content. Titles of both pages have only standard Latin characters, no characters from extended charset. What it can be? Can anybody check these two pages in different browsers? Thanks for any help! --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 03:35, 1 June 2019 (EDT)&lt;br /&gt;
:That's weird... I tested it, and I got different results: the two pages failed to load on Firefox (Windows) and on counterparts of Internet Explorer (Windows and Android), but there's no problem on Chrome (for both platforms). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:29, 1 June 2019 (EDT)&lt;br /&gt;
::Many thanks! Curiouser and curiouser, as Carroll's Alice said... --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 13:15, 1 June 2019 (EDT)&lt;br /&gt;
:::I had opened this page at the Notebook (Windows 7), Smartphone Sony and Nokia 5220 Xpress Music mobile phone. The resultes: when I had used the Notebook (Chrome and Firefox) the pages were opened without any problems, but, when I had used Internet Explorer, bath loads had been faild. When I had used the Smartphone (Chrome), both pages were failed to load. When I had used the mobile phone (opera mini), both pages were opened without any problems. A the near future, I shall trying to opens this pages at the PC (Windows XP) for another more tests. Also, I had remember, that some another pages also didn't opened on the my smartphone, but I complitely forgot it's titles. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:58, 1 June 2019 (EDT)&lt;br /&gt;
::::One more researches: at first I had been autorised on the Note boock in Chrome and Firefox, as Well as on the Nokia and didn't looged in at the Internet Explorer and Smartphone. After I had looged out in Chrome, the loads turns to be faild. After I had looged in in Internet Explorer, the pages become opened without any problems. So, when I had autorised, I can load this pages, when I'm not autorised, the pages didn't loads. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:07, 1 June 2019 (EDT)&lt;br /&gt;
:::::Many thanks! Well, I suppose that the only way to fix it would be to delete and re-create these pages. So sad. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 05:29, 3 June 2019 (EDT)&lt;br /&gt;
::::::Fixed. Case closed, thanks for help.--[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 12:01, 5 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Assessment by someone else aside from me==&lt;br /&gt;
&lt;br /&gt;
Article done [http://www.imfdb.org/wiki/Fairy_Gone right here].&lt;br /&gt;
&lt;br /&gt;
I know the show's a bit heavy fantasy that there's going to be some alterations, but I'm wondering if the base weapon I identified is a bit right at least.&lt;br /&gt;
&lt;br /&gt;
[[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 10:44, 7 June 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279264</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279264"/>
		<updated>2019-06-17T07:44:38Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: Washington Post: &amp;quot;California Bans Call of Duty WW2 For Giving All These Weapons To The Player&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Many weapon variants in ''WWII'' multiplayer change the weapon into a completely different one. On this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds. The markings on the slide indicate that the gun is manufactured by &amp;quot;Scapareli Industries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the P.16 variant of the M1912 had a similar slide stop lever, but on the opposite side), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity). &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the No.2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]].&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|400px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|400px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|400px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[Image:Enfield No2.jpg|thumb|none|400px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map ''The Frozen Dawn'', the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|400px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in singleplayer, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
Interestingly, the &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger heavily resemble the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.&lt;br /&gt;
&lt;br /&gt;
[[file:NambuType14Pistol.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Nambu-AbwehrII.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but has the M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some early breech-loading pistols (e.g. the [[Remington Rolling Block]]). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|400px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player character does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod), and seemingly ejects the casings through gravity, which is impossible. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] was added as a new pistol in The Resistance event. The gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles.&lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]] (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added [[MAS-38]], famously used in the assassination of Benito Mussolini by the Italian resistance, the [[Sten#Błyskawica|Błyskawica]], a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the [[United Defense M42]], which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added [[Sten]] itself is an appropriate choice, as countless guns were donated to resistance groups in all theatres of WWII.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|400px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blyskawica==&lt;br /&gt;
The [[Blyskawica]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Blyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_01.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_02.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The early model [[Erma EMP]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:ErmaEMP-35.jpg|thumb|none|500px|Erma EMP - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_02.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. &lt;br /&gt;
[[File:EMP 44.jpg|thumb|400px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|A custom Erma EMP44 reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWii_mp34_1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii_mp34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii_mp34_3.jpg|thumb|none|600px|Inspecting the top...]]&lt;br /&gt;
[[File:CoDWWii_mp34_4.jpg|thumb|none|600px|... and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==LAD==&lt;br /&gt;
The LAD (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and in Russian sources, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|450px|LAD - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|400px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|400px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] is the first available submachine gun in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player character in the campaign level &amp;quot;S.O.E.&amp;quot; by SOE operatives. Obviously.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|400px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|400px|MAS-38 - 7.65mm]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|A custom MAS-38 reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|400px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40#MP40|MP40]] is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP 40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player character holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|400px|none|The MP41. It was produced and used in small quantities in 1941 to 1942.]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|400px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] starts with the stick magazine. The drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell (unlike in the beta, where the drum mag used to clip through the magwell).]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|400px|Sten Mk IVA - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] is a base game multiplayer-only weapon. Unlike in ''World at War'', the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrels.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
A [[Blunderbuss]] is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from ''[[Advanced Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
The TP-82's barrels are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.&lt;br /&gt;
&lt;br /&gt;
The reloading procedure has to be altered for this fictional magazine to &amp;quot;work&amp;quot;. The interesting part is the empty reload animation, which involves turning the crank lever on the right side of the gun (it opens the action on the real gun, though the in-game bolt stays shut), replacing the magazine, then pressing a button near the trigger guard (to &amp;quot;close the action&amp;quot;). While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is the safety button instead, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the &amp;quot;magazine well&amp;quot;, it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like the one on [http://www.imfdb.org/wiki/File:Winchester1897TrenchTakedown.jpg this image]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a semi-automatic one and even an anti-tank rifle) fitted with telescopic sights by default for sniping. The &amp;quot;iron sights&amp;quot; attachment was made available for all rifles in the latter category following the Attack of the Undead event, which removes their default optics.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper Rifles&amp;quot; were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃, which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is loosely based on the real Arisaka's sniper scope, having mostly correct horizontal markings but completely different (and somewhat nonsensical) vertical markings. Some of the lower markings are removed, while its upper half is extended upwards, and gains a new set of increasing number markings, apparently implying a negative zero of up to -1400 meters (on the real reticle, the numbers start from 0 at the top just above the crosshair, and increase as it goes down). The 2 marking extended to the side, required on the real scope due to its position being located too close to the horizontal axis, is moved above 0 and retained more or less because it looks nice.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|400px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|400px|Chauchat-Ribeyrolles 1918 - 8x50mmR]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds, and were straight.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. Without the Extended Mag attachment, the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for how much ammunition is missing from the rifle, how much ammunition the player character actually has, and whether or not scopes are present, which should logically prevent the insertion of a stripper clip. To circumvent the scope, the reload animation shows the clip as being attached and loaded diagonally, which is impossible in reality. The stripper clip is also incorrectly shoved into the magazine in its entirety, clip and all. These stripper clip shenanigans, including &amp;quot;diagonal clip shoving&amp;quot; reloads, are also found on the [[#Lee-Enfield No.4 Mk.I(T)|Lee-Enfield]] and [[#Springfield M1903|Springfield M1903]] rifles.&lt;br /&gt;
&lt;br /&gt;
When the Extended Mag attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Performing the diagonal clip insertion reload.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|The K98k in-game, fitted with the aforementioned 7-round 20-round detachable fixed trench magazine. Also note the lack of a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)#Short Magazine Lee-Enfield rifle|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Reloading the Lee-Enfield with a stripper clip through the scope. Like other base game bolt-action rifles, the reload animation loads the stripper clip diagonally to &amp;quot;creatively&amp;quot; avoid the scope blocking the magazine, and also replenishes all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|400px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is still erroneously labeled as the &amp;quot;M1A1&amp;quot; as it was in ''[[Call of Duty: World at War|World at War]]''. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and correctly fires in full-auto, though it lacks that version's fire selector as the model does not change.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|Us. M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|The M1 Carbine with the extended magazine, which holds 22 rounds. It’s not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&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. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion and the issue of &amp;quot;always reloading with a 5-round stripper clip&amp;quot; problem is resolved through an interesting dynamic reload style that is fast enough to keep up with the CoD game pace. When the weapon is scoped, reloading has the character load three loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the &amp;quot;extended mag&amp;quot; (giving a 7-round capacity) is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
There are still some oversights in the reload animations, however: the player character fails to cover the action during a mid-magazine reload, yet ironically and unnecessarily does cover it during an empty reload. This happens regardless of usage of Extended Mag or Iron Sights, regardless if a stripper clip is involved or not. Even more bizarrely, some variants' reload animations never cover the action period.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|A custom Mosin-Nagant reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle is available as a sniper rifle in the Attack of the Undead event. As in ''World at War'' it is a ridiculous choice for a a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|450px|PTRS-41 Anti-Tank Rifle - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==SDK silenced rifle==&lt;br /&gt;
The [[SDK silenced rifle|Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is one of the available sniper rifles. With Extended Mags, it gains a [[:Image:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot;, &amp;quot;Faithful&amp;quot; and &amp;quot;Gum Shoe&amp;quot; variants resemble a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the variant.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the front iron sight of an A3 variant, in spite of the presence of a Model 330 Weaver scope, and the absence of a rear sight). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [[MP40]]-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs&amp;lt;!--I think that's what they are--&amp;gt; above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same [[MP40]]-type folding stock as on the &amp;quot;Haywire&amp;quot;. Its iron sights are mounted at the same positions as the StG 44 instead of the real weapon's more forward position.&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn, apparently having been subjected to the ''[[Far Cry 2]]'' school of gun maintenance. This is because it is an epic variant, which are always dirty or otherwise worn. Cleanliness is reserved for the otherwise identical heroic variants.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 with bipod - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the AS-44.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the Rasheed carbine, an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding stock and a small pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr 1-5==&lt;br /&gt;
The [[Volkssturmgewehr 1-5]] was added in The Resistance event. It is depicted as fully-automatic, but while some experimental versions were selective fire in reality, they were not adopted or produced in quantities. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Volkssturmgewehr 1-5 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion. While there aren't many good choices for resistance-themed self-loading rifles, a possibility could be an [[R.S.C. Mle 1917]], which was used by the French army prior to the war; while not necessarily confirmed, at least some were likely used by the underground resistance in France.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG 1-5 in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are the same as those used by the [[Sturmgewehr 44|StG-44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG 1-5.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as an available sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
== wz. 35 anti-tank rifle ==&lt;br /&gt;
The [[wz. 35 anti-tank rifle]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|400px|wz. 35 anti-tank rifle - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theatre, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG,&amp;quot; short for General Purpose Machine Gun, seemingly deciding to reverse the usual direction in which machine guns are mis-classified by the series since it was actually a light machine gun (or a no-purpose machine gun if performance is taken into account).&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles (and much more egregiously), it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; reloading.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] is one of the available light machine guns. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 Light Machine Gun|Nambu Type 11]].&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', firing this weapon from the hip would be very impractical: an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the [[Browning AN/M2|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations, particularly the belt reload.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). Like the German machine guns, its fire rate is nowhere near its real rate, at 312 RPM compared to the real gun's 1,200 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider.&lt;br /&gt;
[[File:Anm2stinger.jpg|thumb|none|450px|Stinger machine gun replica - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the weird-looking bipod, and the strange non-standard slotted barrel shroud.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The writing on the cover claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. The artist seems to have understood that the belt box is way too small, considering the &amp;quot;60 ROUND MAG&amp;quot; stenciling on the top.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|500px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|500px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The Kg m/21, a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|500px|Kg m/21 - 6.5×55mm]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so this strange extended magazine with a very deliberately thin end was invented by Sledgehammer Games.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[Image:Type92Lewis.jpg|thumb|none|400px|Japanese Type 92 with forced-air cooling jacket - 7.7×58mm R Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] is classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|400px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. (the actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds)]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]] is yet another new machine gun in the game. Although the gun was originally designed as an aircraft-mounted machine gun, a few were fitted with bipods and used by infantry later during the war. Nevertheless, the [[MG34]] would be a more suitable weapon. Oddly, the weapon's fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier, bizarrely fitted with half of its distinctive &amp;quot;saddle drum&amp;quot;; this magazine holds 50 rounds, and is standard for the weapon in-game. Oddly enough, this model is also used for the singleplayer version that holds 75 rounds. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15. Note the aircraft sights, inappropriate for ground troop usage; furthermore, the models aren't even correct, as the front sight has only 4 intersecting lines rather than 8 and no inner circle, and the rear sight is a post, rather than the appropriate v-notch.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]] is present in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]].&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map ''Pointe du Hoc''.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun). It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG 81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The basic in-game model features some &amp;quot;interesting&amp;quot; embellishments, with additional parts visible on the side of the receiver. The base 50-round drum magazine model also features a lot more bumps compared to the smooth drum on the image below, making the base magazine model somewhat resemble half of an MG15 magazine; this changes into a MG15-esque 75-round double drum magazine when extended magazines are equipped.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|451px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in WAW, the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player character simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign. They cannot be used.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in singleplayer, while in multiplayer they are available through a scorestreak.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer, and is a collectable memento during the third singleplayer mission &amp;quot;''Stronghold''&amp;quot;.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectable memento during the seventh singleplayer mission &amp;quot;''Death Factory''&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|300px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels finds the Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
A [[F-1 hand grenade]] is seen on a Russian Resistance uniform.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|250px|The F-1 on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]] appears in the The War Machine DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level, Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]].&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a Mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is used for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player character a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|250px|The smoke grenade in the selection menu. Note that white is not a colour the M18 is available in; this should be an [[AN/M8 smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&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:CoDWWII-mills1.jpg|thumb|none|250px|The Mills ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|250px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in the multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|200px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on Danish Resistance uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|300px|Model 23 Haanbombe.]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|250px|Two grenades hanging on the belt.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|250px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|250px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the French Legionary uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|200px|OFX 37 hand grenade with Mle 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|250px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the Russian sailor uniform in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|250px|Two RGDs hanging from the belt.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the ''S-Mine 44''. In-game, it takes the place of a soldier's grenades in multiplayer, and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in singleplayer, and usable in some scripted setpieces where one is used to engage enemy planes.&lt;br /&gt;
&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|The Flak 38 in-game.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a Halbketten-Lkw Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Flak 38 as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==20mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the singleplayer campaign.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|500px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|A Pak 38 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[file:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the singleplayer campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the singleplayer and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&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:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|Closer view on a FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==12.8-cm Flak-Zwillingskanonen==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;''Flaktower''&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several ''Nebelwerfer 41''s can be seen on the &amp;quot;''Aachen''&amp;quot; and &amp;quot;Carentan&amp;quot; map.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|250px|15 cm Nebelwerfer 41 multiple rocket launcher]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the &amp;quot;Carentan Winter&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==15cm sFH 18==&lt;br /&gt;
Various ''schwere Feldhaubitzen 18'' can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[file:CoDww2 held 18 2.jpg|thumb|none|600px|A disabled sFH 18.]]&lt;br /&gt;
[[file:CoDww2 held 18 1.jpg|thumb|none|600px|Another sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==80-cm-Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The ''Schwerer Gustav'' railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy,  Bangalores are used to blow up German barbed wire defenses.&lt;br /&gt;
[[file:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk VI on the &amp;quot;Gibraltar&amp;quot; map.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The mounted Besa.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - Essentially the Mk1 but chambered in .50 caliber. Mounted on Armored Vehicles and used as Navy AA until supplemented by the Besa and Oerlikon 20mm Cannon - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[file:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[file:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'' the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
&lt;br /&gt;
==Browning AN/M2==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with .303 caliber [[Browning AN/M2]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG34 mounted on a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
Daniels squad must destroy a Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. In ''[[Call of Duty 2]]'' Corporal Bill Taylor must destroy this cannon, too.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[file:CoDww2 gpf 1.jpg|thumb|none|600px|The GPF in-game.]]&lt;br /&gt;
[[file:CoDww2 gpf 2.jpg|thumb|none|600px|Other view.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;''Aachen''&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of &amp;quot;''Call of Duty: Finest Hour''&amp;quot;, &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannon==&lt;br /&gt;
Some Naval Cannons are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[file:CoDww2 navalc.jpg|thumb|none|600px|The cannon in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279263</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279263"/>
		<updated>2019-06-17T07:36:15Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: Can we not say &amp;quot;returns from&amp;quot; unless it's actually the same model?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Many weapon variants in ''WWII'' multiplayer change the weapon into a completely different one. On this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] is the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds. The markings on the slide indicate that the gun is manufactured by &amp;quot;Scapareli Industries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the P.16 variant of the M1912 had a similar slide stop lever, but on the opposite side), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity). &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the No.2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]].&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|400px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|400px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|400px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[Image:Enfield No2.jpg|thumb|none|400px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map ''The Frozen Dawn'', the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|400px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in singleplayer, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
Interestingly, the &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger heavily resemble the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.&lt;br /&gt;
&lt;br /&gt;
[[file:NambuType14Pistol.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Nambu-AbwehrII.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but has the M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some early breech-loading pistols (e.g. the [[Remington Rolling Block]]). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|400px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod), and seemingly ejects the casings through gravity, which is impossible. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] was added as a new pistol in The Resistance event. The gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title: this is most likely because Activision's loss of the James Bond license means they did not renew their licensing agreement to use Walther's trademark. It is instead referred to by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles.&lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]] (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added [[MAS-38]], famously used in the assassination of Benito Mussolini by the Italian resistance, the [[Sten#Błyskawica|Błyskawica]], a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the [[United Defense M42]], which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added [[Sten]] itself is an appropriate choice, as countless guns were donated to resistance groups in all theatres of WWII.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|400px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blyskawica==&lt;br /&gt;
The [[Blyskawica]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Blyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_01.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_02.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The early model [[Erma EMP]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:ErmaEMP-35.jpg|thumb|none|500px|Erma EMP - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_02.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. &lt;br /&gt;
[[File:EMP 44.jpg|thumb|400px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|A custom Erma EMP44 reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWii_mp34_1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii_mp34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii_mp34_3.jpg|thumb|none|600px|Inspecting the top...]]&lt;br /&gt;
[[File:CoDWWii_mp34_4.jpg|thumb|none|600px|... and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==LAD==&lt;br /&gt;
The LAD (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and in Russian sources, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|450px|LAD - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|400px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|400px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] is the first available submachine gun in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player in the campaign level “S.O.E.”, given to the player by SOE operatives, obviously.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|400px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|400px|MAS-38 - 7.65mm]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|A custom MAS-38 reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|400px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40#MP40|MP40]] is the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP 40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|400px|none|The MP41. It was produced and used in small quantities in 1941 to 1942.]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|400px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] starts with the stick magazine. The drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell (unlike in the beta, where the drum mag used to clip through the magwell).]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|400px|Sten Mk IVA - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] is a base game multiplayer-only weapon. Unlike in ''World at War'', the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrels.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
A [[Blunderbuss]] is available as a shotgun in multiplayer in the Attack of the Undead event. It is a slightly modified version of the model from ''[[Advanced Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
The TP-82's barrels are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.&lt;br /&gt;
&lt;br /&gt;
The reloading procedure has to be altered for this fictional magazine to &amp;quot;work&amp;quot;. The interesting part is the empty reload animation, which involves turning the crank lever on the right side of the gun (it opens the action on the real gun, though the in-game bolt stays shut), replacing the magazine, then pressing a button near the trigger guard (to &amp;quot;close the action&amp;quot;). While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is the safety button instead, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the &amp;quot;magazine well&amp;quot;, it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like the one on [http://www.imfdb.org/wiki/File:Winchester1897TrenchTakedown.jpg this image]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a semi-automatic one and even an anti-tank rifle) fitted with telescopic sights by default for sniping. The &amp;quot;iron sights&amp;quot; attachment was made available for all rifles in the latter category following the Attack of the Undead event, which removes their default optics.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper Rifles&amp;quot; were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃, which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is loosely based on the real Arisaka's sniper scope, having mostly correct horizontal markings but completely different (and somewhat nonsensical) vertical markings. Some of the lower markings are removed, while its upper half is extended upwards, and gains a new set of increasing number markings, apparently implying a negative zero of up to -1400 meters (on the real reticle, the numbers start from 0 at the top just above the crosshair, and increase as it goes down). The 2 marking extended to the side, required on the real scope due to its position being located too close to the horizontal axis, is moved above 0 and retained more or less because it looks nice.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|400px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|400px|Chauchat-Ribeyrolles 1918 - 8x50mmR]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds, and were straight.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. Without the Extended Mag attachment, the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for how much ammunition is missing from the rifle, how much ammunition the player character actually has, and whether or not scopes are present, which should logically prevent the insertion of a stripper clip. To circumvent the scope, the reload animation shows the clip as being attached and loaded diagonally, which is impossible in reality. The stripper clip is also incorrectly shoved into the magazine in its entirety, clip and all. These stripper clip shenanigans, including &amp;quot;diagonal clip shoving&amp;quot; reloads, are also found on the [[#Lee-Enfield No.4 Mk.I(T)|Lee-Enfield]] and [[#Springfield M1903|Springfield M1903]] rifles.&lt;br /&gt;
&lt;br /&gt;
When the Extended Mag attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Performing the diagonal clip insertion reload.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|The K98k in-game, fitted with the aforementioned 7-round 20-round detachable fixed trench magazine. Also note the lack of a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)#Short Magazine Lee-Enfield rifle|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Reloading the Lee-Enfield with a stripper clip through the scope. Like other base game bolt-action rifles, the reload animation loads the stripper clip diagonally to &amp;quot;creatively&amp;quot; avoid the scope blocking the magazine, and also replenishes all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|400px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is still erroneously labeled as the &amp;quot;M1A1&amp;quot; as it was in ''[[Call of Duty: World at War|World at War]]''. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and correctly fires in full-auto, though it lacks that version's fire selector as the model does not change.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|Us. M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|The M1 Carbine with the extended magazine, which holds 22 rounds. It’s not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&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. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion and the issue of &amp;quot;always reloading with a 5-round stripper clip&amp;quot; problem is resolved through an interesting dynamic reload style that is fast enough to keep up with the CoD game pace. When the weapon is scoped, reloading has the character load three loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the &amp;quot;extended mag&amp;quot; (giving a 7-round capacity) is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
There are still some oversights in the reload animations, however: the player character fails to cover the action during a mid-magazine reload, yet ironically and unnecessarily does cover it during an empty reload. This happens regardless of usage of Extended Mag or Iron Sights, regardless if a stripper clip is involved or not. Even more bizarrely, some variants' reload animations never cover the action period.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|A custom Mosin-Nagant reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle is available as a sniper rifle in the Attack of the Undead event. As in ''World at War'' it is a ridiculous choice for a a single infantryman considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|450px|PTRS-41 Anti-Tank Rifle - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==SDK silenced rifle==&lt;br /&gt;
The [[SDK silenced rifle|Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] is one of the available sniper rifles. With Extended Mags, it gains a [[:Image:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot;, &amp;quot;Faithful&amp;quot; and &amp;quot;Gum Shoe&amp;quot; variants resemble a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the variant.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the front iron sight of an A3 variant, in spite of the presence of a Model 330 Weaver scope, and the absence of a rear sight). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is the only true assault rifle in the base game. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [[MP40]]-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs&amp;lt;!--I think that's what they are--&amp;gt; above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same [[MP40]]-type folding stock as on the &amp;quot;Haywire&amp;quot;. Its iron sights are mounted at the same positions as the StG 44 instead of the real weapon's more forward position.&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn, apparently having been subjected to the ''[[Far Cry 2]]'' school of gun maintenance. This is because it is an epic variant, which are always dirty or otherwise worn. Cleanliness is reserved for the otherwise identical heroic variants.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 with bipod - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the AS-44.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the Rasheed carbine, an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding stock and a small pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr 1-5==&lt;br /&gt;
The [[Volkssturmgewehr 1-5]] was added in The Resistance event. It is depicted as fully-automatic, but while some experimental versions were selective fire in reality, they were not adopted or produced in quantities. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Volkssturmgewehr 1-5 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion. While there aren't many good choices for resistance-themed self-loading rifles, a possibility could be an [[R.S.C. Mle 1917]], which was used by the French army prior to the war; while not necessarily confirmed, at least some were likely used by the underground resistance in France.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG 1-5 in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are the same as those used by the [[Sturmgewehr 44|StG-44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG 1-5.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as an available sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
== wz. 35 anti-tank rifle ==&lt;br /&gt;
The [[wz. 35 anti-tank rifle]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|400px|wz. 35 anti-tank rifle - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theatre, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG,&amp;quot; short for General Purpose Machine Gun, seemingly deciding to reverse the usual direction in which machine guns are mis-classified by the series since it was actually a light machine gun (or a no-purpose machine gun if performance is taken into account).&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles (and much more egregiously), it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; reloading.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] is one of the available light machine guns. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 Light Machine Gun|Nambu Type 11]].&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', firing this weapon from the hip would be very impractical: an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the [[Browning AN/M2|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations, particularly the belt reload.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). Like the German machine guns, its fire rate is nowhere near its real rate, at 312 RPM compared to the real gun's 1,200 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider.&lt;br /&gt;
[[File:Anm2stinger.jpg|thumb|none|450px|Stinger machine gun replica - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the weird-looking bipod, and the strange non-standard slotted barrel shroud.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The writing on the cover claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. The artist seems to have understood that the belt box is way too small, considering the &amp;quot;60 ROUND MAG&amp;quot; stenciling on the top.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|500px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|500px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The Kg m/21, a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|500px|Kg m/21 - 6.5×55mm]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so this strange extended magazine with a very deliberately thin end was invented by Sledgehammer Games.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[Image:Type92Lewis.jpg|thumb|none|400px|Japanese Type 92 with forced-air cooling jacket - 7.7×58mm R Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] is classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|400px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. (the actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds)]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]] is yet another new machine gun in the game. Although the gun was originally designed as an aircraft-mounted machine gun, a few were fitted with bipods and used by infantry later during the war. Nevertheless, the [[MG34]] would be a more suitable weapon. Oddly, the weapon's fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier, bizarrely fitted with half of its distinctive &amp;quot;saddle drum&amp;quot;; this magazine holds 50 rounds, and is standard for the weapon in-game. Oddly enough, this model is also used for the singleplayer version that holds 75 rounds. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15. Note the aircraft sights, inappropriate for ground troop usage; furthermore, the models aren't even correct, as the front sight has only 4 intersecting lines rather than 8 and no inner circle, and the rear sight is a post, rather than the appropriate v-notch.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]] is present in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]].&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map ''Pointe du Hoc''.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun). It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG 81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The basic in-game model features some &amp;quot;interesting&amp;quot; embellishments, with additional parts visible on the side of the receiver. The base 50-round drum magazine model also features a lot more bumps compared to the smooth drum on the image below, making the base magazine model somewhat resemble half of an MG15 magazine; this changes into a MG15-esque 75-round double drum magazine when extended magazines are equipped.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|451px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in WAW, the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign. They're unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in singleplayer, while in multiplayer they are available through a scorestreak.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer, and is a collectable memento during the third singleplayer mission &amp;quot;''Stronghold''&amp;quot;.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectable memento during the seventh singleplayer mission &amp;quot;''Death Factory''&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|300px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels finds the Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
A [[F-1 hand grenade]] is seen on a Russian Resistance uniform.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|250px|The F-1 on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]] appears in the The War Machine DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level, Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]].&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a Mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is given to the player for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|250px|The smoke grenade in the selection menu. Note that white is not a colour the M18 is available in; this should be an [[AN/M8 smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&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:CoDWWII-mills1.jpg|thumb|none|250px|The Mills ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|250px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in the multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|200px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on Danish Resistance uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|300px|Model 23 Haanbombe.]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|250px|Two grenades hanging on the belt.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|250px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|250px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the French Legionary uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|200px|OFX 37 hand grenade with Mle 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|250px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the Russian sailor uniform in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|250px|Two RGDs hanging from the belt.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the ''S-Mine 44''. In-game, it takes the place of a soldier's grenades in multiplayer, and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in singleplayer, and usable in some scripted setpieces where the player engages enemy planes.&lt;br /&gt;
&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|The Flak 38 in-game.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a Halbketten-Lkw Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Flak 38 as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==20mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the singleplayer campaign.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|500px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|A Pak 38 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[file:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the singleplayer campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the singleplayer and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&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:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|Closer view on a FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==12.8-cm Flak-Zwillingskanonen==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;''Flaktower''&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several ''Nebelwerfer 41''s can be seen on the &amp;quot;''Aachen''&amp;quot; and &amp;quot;Carentan&amp;quot; map.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|250px|15 cm Nebelwerfer 41 multiple rocket launcher]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the &amp;quot;Carentan Winter&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==15cm sFH 18==&lt;br /&gt;
Various ''schwere Feldhaubitzen 18'' can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[file:CoDww2 held 18 2.jpg|thumb|none|600px|A disabled sFH 18.]]&lt;br /&gt;
[[file:CoDww2 held 18 1.jpg|thumb|none|600px|Another sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==80-cm-Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The ''Schwerer Gustav'' railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, the player needs to use Bangalores to blow up German barbed wire defenses.&lt;br /&gt;
[[file:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk VI on the &amp;quot;Gibraltar&amp;quot; map.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The mounted Besa.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - Essentially the Mk1 but chambered in .50 caliber. Mounted on Armored Vehicles and used as Navy AA until supplemented by the Besa and Oerlikon 20mm Cannon - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[file:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[file:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'' the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
&lt;br /&gt;
==Browning AN/M2==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with .303 caliber [[Browning AN/M2]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG34 mounted on a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
Daniels squad must destroy a Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. In ''[[Call of Duty 2]]'' Corporal Bill Taylor must destroy this cannon, too.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[file:CoDww2 gpf 1.jpg|thumb|none|600px|The GPF in-game.]]&lt;br /&gt;
[[file:CoDww2 gpf 2.jpg|thumb|none|600px|Other view.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;''Aachen''&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of &amp;quot;''Call of Duty: Finest Hour''&amp;quot;, &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannon==&lt;br /&gt;
Some Naval Cannons are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[file:CoDww2 navalc.jpg|thumb|none|600px|The cannon in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279262</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279262"/>
		<updated>2019-06-17T07:28:24Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Browning M1919A4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Many weapon variants in ''WWII'' multiplayer change the weapon into a completely different one. On this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] returns as the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds. The markings on the slide indicate that the gun is manufactured by &amp;quot;Scapareli Industries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the P.16 variant of the M1912 had a similar slide stop lever, but on the opposite side), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity). &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the No.2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]].&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|400px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|400px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|400px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[Image:Enfield No2.jpg|thumb|none|400px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map ''The Frozen Dawn'', the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|400px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in singleplayer, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
Interestingly, the &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger heavily resemble the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.&lt;br /&gt;
&lt;br /&gt;
[[file:NambuType14Pistol.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Nambu-AbwehrII.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but has the M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some early breech-loading pistols (e.g. the [[Remington Rolling Block]]). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|400px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod), and seemingly ejects the casings through gravity, which is impossible. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] returns from ''[[Call of Duty: World at War|World at War]]'' as a new pistol in The Resistance event. Likely due to the continuing presence of the Walther trademark, the gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title; instead going by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;9mm semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles.&lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]] (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added [[MAS-38]], famously used in the assassination of Benito Mussolini by the Italian resistance, the [[Sten#Błyskawica|Błyskawica]], a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the [[United Defense M42]], which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added [[Sten]] itself is an appropriate choice, as countless guns were donated to resistance groups in all theatres of WWII.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|400px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blyskawica==&lt;br /&gt;
The [[Blyskawica]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Blyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_01.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_02.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The early model [[Erma EMP]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:ErmaEMP-35.jpg|thumb|none|500px|Erma EMP - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_02.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. &lt;br /&gt;
[[File:EMP 44.jpg|thumb|400px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|A custom Erma EMP44 reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWii_mp34_1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii_mp34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii_mp34_3.jpg|thumb|none|600px|Inspecting the top...]]&lt;br /&gt;
[[File:CoDWWii_mp34_4.jpg|thumb|none|600px|... and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==LAD==&lt;br /&gt;
The LAD (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and in Russian sources, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|450px|LAD - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|400px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|400px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] returns from ''[[Call of Duty 2]]'', and is the first available submachine gun in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player in the campaign level “S.O.E.”, given to the player by SOE operatives, obviously.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|400px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|400px|MAS-38 - 7.65mm]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|A custom MAS-38 reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|400px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40#MP40|MP40]] returns as the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP 40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|400px|none|The MP41. It was produced and used in small quantities in 1941 to 1942.]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|400px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] returns from previous games, and starts with the stick magazine. The drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell (unlike in the beta, where the drum mag used to clip through the magwell).]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|400px|Sten Mk IVA - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] returns from ''[[Call of Duty: World at War|World at War]]'' as a base game multiplayer-only weapon. Unlike WaW, the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrels.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
The [[Blunderbuss]] from Sledgehammer's previous game, ''[[Call of Duty: Advanced Warfare]]'', returns as an available shotgun in multiplayer in the Attack of the Undead event (albeit with a slightly different model). &lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
The TP-82's barrels are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.&lt;br /&gt;
&lt;br /&gt;
The reloading procedure has to be altered for this fictional magazine to &amp;quot;work&amp;quot;. The interesting part is the empty reload animation, which involves turning the crank lever on the right side of the gun (it opens the action on the real gun, though the in-game bolt stays shut), replacing the magazine, then pressing a button near the trigger guard (to &amp;quot;close the action&amp;quot;). While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is the safety button instead, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the &amp;quot;magazine well&amp;quot;, it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like the one on [http://www.imfdb.org/wiki/File:Winchester1897TrenchTakedown.jpg this image]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a semi-automatic one and even an anti-tank rifle) fitted with telescopic sights by default for sniping. The &amp;quot;iron sights&amp;quot; attachment was made available for all rifles in the latter category following the Attack of the Undead event, which removes their default optics.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper Rifles&amp;quot; were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃, which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is loosely based on the real Arisaka's sniper scope, having mostly correct horizontal markings but completely different (and somewhat nonsensical) vertical markings. Some of the lower markings are removed, while its upper half is extended upwards, and gains a new set of increasing number markings, apparently implying a negative zero of up to -1400 meters (on the real reticle, the numbers start from 0 at the top just above the crosshair, and increase as it goes down). The 2 marking extended to the side, required on the real scope due to its position being located too close to the horizontal axis, is moved above 0 and retained more or less because it looks nice.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|400px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|400px|Chauchat-Ribeyrolles 1918 - 8x50mmR]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds, and were straight.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. Without the Extended Mag attachment, the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for how much ammunition is missing from the rifle, how much ammunition the player character actually has, and whether or not scopes are present, which should logically prevent the insertion of a stripper clip. To circumvent the scope, the reload animation shows the clip as being attached and loaded diagonally, which is impossible in reality. The stripper clip is also incorrectly shoved into the magazine in its entirety, clip and all. These stripper clip shenanigans, including &amp;quot;diagonal clip shoving&amp;quot; reloads, are also found on the [[#Lee-Enfield No.4 Mk.I(T)|Lee-Enfield]] and [[#Springfield M1903|Springfield M1903]] rifles.&lt;br /&gt;
&lt;br /&gt;
When the Extended Mag attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Performing the diagonal clip insertion reload.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|The K98k in-game, fitted with the aforementioned 7-round 20-round detachable fixed trench magazine. Also note the lack of a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)#Short Magazine Lee-Enfield rifle|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Reloading the Lee-Enfield with a stripper clip through the scope. Like other base game bolt-action rifles, the reload animation loads the stripper clip diagonally to &amp;quot;creatively&amp;quot; avoid the scope blocking the magazine, and also replenishes all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|400px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] returns from ''[[Call of Duty: World at War|World at War]]'', still erroneously labeled as the &amp;quot;M1A1&amp;quot;. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and correctly fires in full-auto, though it lacks that version's fire selector as the model does not change.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|Us. M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|The M1 Carbine with the extended magazine, which holds 22 rounds. It’s not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&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. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion and the issue of &amp;quot;always reloading with a 5-round stripper clip&amp;quot; problem is resolved through an interesting dynamic reload style that is fast enough to keep up with the CoD game pace. When the weapon is scoped, reloading has the character load three loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the &amp;quot;extended mag&amp;quot; (giving a 7-round capacity) is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
There are still some oversights in the reload animations, however: the player character fails to cover the action during a mid-magazine reload, yet ironically and unnecessarily does cover it during an empty reload. This happens regardless of usage of Extended Mag or Iron Sights, regardless if a stripper clip is involved or not. Even more bizarrely, some variants' reload animations never cover the action period.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|A custom Mosin-Nagant reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle in the Attack of the Undead event. Like in that game, it is a ridiculous choice for one considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|450px|PTRS-41 Anti-Tank Rifle - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==SDK silenced rifle==&lt;br /&gt;
The [[SDK silenced rifle|Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle. With Extended Mags, it gains a [[:Image:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot;, &amp;quot;Faithful&amp;quot; and &amp;quot;Gum Shoe&amp;quot; variants resemble a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the variant.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the front iron sight of an A3 variant, in spite of the presence of a Model 330 Weaver scope, and the absence of a rear sight). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] returns from previous titles as the only true assault rifle in the game (at least, upon its launch). The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [[MP40]]-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs&amp;lt;!--I think that's what they are--&amp;gt; above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same [[MP40]]-type folding stock as on the &amp;quot;Haywire&amp;quot;. Its iron sights are mounted at the same positions as the StG 44 instead of the real weapon's more forward position.&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn, apparently having been subjected to the ''[[Far Cry 2]]'' school of gun maintenance. This is because it is an epic variant, which are always dirty or otherwise worn. Cleanliness is reserved for the otherwise identical heroic variants.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 with bipod - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the AS-44.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the Rasheed carbine, an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding stock and a small pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr 1-5==&lt;br /&gt;
The [[Volkssturmgewehr 1-5]] was added in The Resistance event. It is depicted as fully-automatic, but while some experimental versions were selective fire in reality, they were not adopted or produced in quantities. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Volkssturmgewehr 1-5 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion. While there aren't many good choices for resistance-themed self-loading rifles, a possibility could be an [[R.S.C. Mle 1917]], which was used by the French army prior to the war; while not necessarily confirmed, at least some were likely used by the underground resistance in France.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG 1-5 in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are the same as those used by the [[Sturmgewehr 44|StG-44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG 1-5.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as an available sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
== wz. 35 anti-tank rifle ==&lt;br /&gt;
The [[wz. 35 anti-tank rifle]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|400px|wz. 35 anti-tank rifle - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theatre, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG,&amp;quot; short for General Purpose Machine Gun, seemingly deciding to reverse the usual direction in which machine guns are mis-classified by the series since it was actually a light machine gun (or a no-purpose machine gun if performance is taken into account).&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles (and much more egregiously), it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; reloading.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] returns from the early ''Call of Duty'' titles. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 Light Machine Gun|Nambu Type 11]].&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun is chiefly seen as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', firing this weapon from the hip would be very impractical: an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the [[Browning AN/M2|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations, particularly the belt reload.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). Like the German machine guns, its fire rate is nowhere near its real rate, at 312 RPM compared to the real gun's 1,200 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider.&lt;br /&gt;
[[File:Anm2stinger.jpg|thumb|none|450px|Stinger machine gun replica - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the weird-looking bipod, and the strange non-standard slotted barrel shroud.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The writing on the cover claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. The artist seems to have understood that the belt box is way too small, considering the &amp;quot;60 ROUND MAG&amp;quot; stenciling on the top.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|500px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|500px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The Kg m/21, a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|500px|Kg m/21 - 6.5×55mm]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so this strange extended magazine with a very deliberately thin end was invented by Sledgehammer Games.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[Image:Type92Lewis.jpg|thumb|none|400px|Japanese Type 92 with forced-air cooling jacket - 7.7×58mm R Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] returns from ''[[Call of Duty: World at War|World at War]]'', now classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|400px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. (the actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds)]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]] is yet another new machine gun in the game. Although the gun was originally designed as an aircraft-mounted machine gun, a few were fitted with bipods and used by infantry later during the war. Nevertheless, the [[MG34]] would be a more suitable weapon. Oddly, the weapon's fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier, bizarrely fitted with half of its distinctive &amp;quot;saddle drum&amp;quot;; this magazine holds 50 rounds, and is standard for the weapon in-game. Oddly enough, this model is also used for the singleplayer version that holds 75 rounds. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15. Note the aircraft sights, inappropriate for ground troop usage; furthermore, the models aren't even correct, as the front sight has only 4 intersecting lines rather than 8 and no inner circle, and the rear sight is a post, rather than the appropriate v-notch.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]], returns from ''[[Call of Duty: World at War|World at War]]'' in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]].&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map ''Pointe du Hoc''.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun). It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG 81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The basic in-game model features some &amp;quot;interesting&amp;quot; embellishments, with additional parts visible on the side of the receiver. The base 50-round drum magazine model also features a lot more bumps compared to the smooth drum on the image below, making the base magazine model somewhat resemble half of an MG15 magazine; this changes into a MG15-esque 75-round double drum magazine when extended magazines are equipped.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|451px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in WAW, the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign. They're unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in singleplayer, while in multiplayer they are available through a scorestreak.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer, and is a collectable memento during the third singleplayer mission &amp;quot;''Stronghold''&amp;quot;.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectable memento during the seventh singleplayer mission &amp;quot;''Death Factory''&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|300px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels finds the Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
A [[F-1 hand grenade]] is seen on a Russian Resistance uniform.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|250px|The F-1 on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]] appears in the The War Machine DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level, Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]].&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a Mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is given to the player for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|250px|The smoke grenade in the selection menu. Note that white is not a colour the M18 is available in; this should be an [[AN/M8 smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&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:CoDWWII-mills1.jpg|thumb|none|250px|The Mills ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|250px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in the multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|200px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on Danish Resistance uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|300px|Model 23 Haanbombe.]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|250px|Two grenades hanging on the belt.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|250px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|250px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the French Legionary uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|200px|OFX 37 hand grenade with Mle 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|250px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the Russian sailor uniform in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|250px|Two RGDs hanging from the belt.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the ''S-Mine 44''. In-game, it takes the place of a soldier's grenades in multiplayer, and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in singleplayer, and usable in some scripted setpieces where the player engages enemy planes.&lt;br /&gt;
&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|The Flak 38 in-game.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a Halbketten-Lkw Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Flak 38 as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==20mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the singleplayer campaign.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|500px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|A Pak 38 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[file:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the singleplayer campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the singleplayer and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&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:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|Closer view on a FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==12.8-cm Flak-Zwillingskanonen==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;''Flaktower''&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several ''Nebelwerfer 41''s can be seen on the &amp;quot;''Aachen''&amp;quot; and &amp;quot;Carentan&amp;quot; map.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|250px|15 cm Nebelwerfer 41 multiple rocket launcher]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the &amp;quot;Carentan Winter&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==15cm sFH 18==&lt;br /&gt;
Various ''schwere Feldhaubitzen 18'' can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[file:CoDww2 held 18 2.jpg|thumb|none|600px|A disabled sFH 18.]]&lt;br /&gt;
[[file:CoDww2 held 18 1.jpg|thumb|none|600px|Another sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==80-cm-Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The ''Schwerer Gustav'' railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, the player needs to use Bangalores to blow up German barbed wire defenses.&lt;br /&gt;
[[file:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk VI on the &amp;quot;Gibraltar&amp;quot; map.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The mounted Besa.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - Essentially the Mk1 but chambered in .50 caliber. Mounted on Armored Vehicles and used as Navy AA until supplemented by the Besa and Oerlikon 20mm Cannon - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[file:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[file:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'' the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
&lt;br /&gt;
==Browning AN/M2==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with .303 caliber [[Browning AN/M2]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG34 mounted on a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
Daniels squad must destroy a Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. In ''[[Call of Duty 2]]'' Corporal Bill Taylor must destroy this cannon, too.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[file:CoDww2 gpf 1.jpg|thumb|none|600px|The GPF in-game.]]&lt;br /&gt;
[[file:CoDww2 gpf 2.jpg|thumb|none|600px|Other view.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;''Aachen''&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of &amp;quot;''Call of Duty: Finest Hour''&amp;quot;, &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannon==&lt;br /&gt;
Some Naval Cannons are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[file:CoDww2 navalc.jpg|thumb|none|600px|The cannon in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279261</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279261"/>
		<updated>2019-06-17T07:26:22Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Machine Guns */ The DP-28 is from real life, last I checked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Many weapon variants in ''WWII'' multiplayer change the weapon into a completely different one. On this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] returns as the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds. The markings on the slide indicate that the gun is manufactured by &amp;quot;Scapareli Industries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the P.16 variant of the M1912 had a similar slide stop lever, but on the opposite side), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity). &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the No.2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]].&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|400px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|400px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|400px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[Image:Enfield No2.jpg|thumb|none|400px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map ''The Frozen Dawn'', the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|400px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in singleplayer, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
Interestingly, the &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger heavily resemble the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.&lt;br /&gt;
&lt;br /&gt;
[[file:NambuType14Pistol.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Nambu-AbwehrII.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but has the M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some early breech-loading pistols (e.g. the [[Remington Rolling Block]]). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|400px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod), and seemingly ejects the casings through gravity, which is impossible. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] returns from ''[[Call of Duty: World at War|World at War]]'' as a new pistol in The Resistance event. Likely due to the continuing presence of the Walther trademark, the gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title; instead going by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;9mm semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles.&lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]] (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added [[MAS-38]], famously used in the assassination of Benito Mussolini by the Italian resistance, the [[Sten#Błyskawica|Błyskawica]], a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the [[United Defense M42]], which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added [[Sten]] itself is an appropriate choice, as countless guns were donated to resistance groups in all theatres of WWII.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|400px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blyskawica==&lt;br /&gt;
The [[Blyskawica]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Blyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_01.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_02.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The early model [[Erma EMP]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:ErmaEMP-35.jpg|thumb|none|500px|Erma EMP - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_02.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. &lt;br /&gt;
[[File:EMP 44.jpg|thumb|400px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|A custom Erma EMP44 reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWii_mp34_1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii_mp34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii_mp34_3.jpg|thumb|none|600px|Inspecting the top...]]&lt;br /&gt;
[[File:CoDWWii_mp34_4.jpg|thumb|none|600px|... and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==LAD==&lt;br /&gt;
The LAD (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and in Russian sources, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|450px|LAD - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|400px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|400px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] returns from ''[[Call of Duty 2]]'', and is the first available submachine gun in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player in the campaign level “S.O.E.”, given to the player by SOE operatives, obviously.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|400px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|400px|MAS-38 - 7.65mm]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|A custom MAS-38 reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|400px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40#MP40|MP40]] returns as the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP 40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|400px|none|The MP41. It was produced and used in small quantities in 1941 to 1942.]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|400px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] returns from previous games, and starts with the stick magazine. The drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell (unlike in the beta, where the drum mag used to clip through the magwell).]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|400px|Sten Mk IVA - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] returns from ''[[Call of Duty: World at War|World at War]]'' as a base game multiplayer-only weapon. Unlike WaW, the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrels.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
The [[Blunderbuss]] from Sledgehammer's previous game, ''[[Call of Duty: Advanced Warfare]]'', returns as an available shotgun in multiplayer in the Attack of the Undead event (albeit with a slightly different model). &lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
The TP-82's barrels are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.&lt;br /&gt;
&lt;br /&gt;
The reloading procedure has to be altered for this fictional magazine to &amp;quot;work&amp;quot;. The interesting part is the empty reload animation, which involves turning the crank lever on the right side of the gun (it opens the action on the real gun, though the in-game bolt stays shut), replacing the magazine, then pressing a button near the trigger guard (to &amp;quot;close the action&amp;quot;). While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is the safety button instead, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the &amp;quot;magazine well&amp;quot;, it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like the one on [http://www.imfdb.org/wiki/File:Winchester1897TrenchTakedown.jpg this image]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a semi-automatic one and even an anti-tank rifle) fitted with telescopic sights by default for sniping. The &amp;quot;iron sights&amp;quot; attachment was made available for all rifles in the latter category following the Attack of the Undead event, which removes their default optics.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper Rifles&amp;quot; were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃, which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is loosely based on the real Arisaka's sniper scope, having mostly correct horizontal markings but completely different (and somewhat nonsensical) vertical markings. Some of the lower markings are removed, while its upper half is extended upwards, and gains a new set of increasing number markings, apparently implying a negative zero of up to -1400 meters (on the real reticle, the numbers start from 0 at the top just above the crosshair, and increase as it goes down). The 2 marking extended to the side, required on the real scope due to its position being located too close to the horizontal axis, is moved above 0 and retained more or less because it looks nice.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|400px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|400px|Chauchat-Ribeyrolles 1918 - 8x50mmR]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds, and were straight.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. Without the Extended Mag attachment, the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for how much ammunition is missing from the rifle, how much ammunition the player character actually has, and whether or not scopes are present, which should logically prevent the insertion of a stripper clip. To circumvent the scope, the reload animation shows the clip as being attached and loaded diagonally, which is impossible in reality. The stripper clip is also incorrectly shoved into the magazine in its entirety, clip and all. These stripper clip shenanigans, including &amp;quot;diagonal clip shoving&amp;quot; reloads, are also found on the [[#Lee-Enfield No.4 Mk.I(T)|Lee-Enfield]] and [[#Springfield M1903|Springfield M1903]] rifles.&lt;br /&gt;
&lt;br /&gt;
When the Extended Mag attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Performing the diagonal clip insertion reload.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|The K98k in-game, fitted with the aforementioned 7-round 20-round detachable fixed trench magazine. Also note the lack of a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)#Short Magazine Lee-Enfield rifle|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Reloading the Lee-Enfield with a stripper clip through the scope. Like other base game bolt-action rifles, the reload animation loads the stripper clip diagonally to &amp;quot;creatively&amp;quot; avoid the scope blocking the magazine, and also replenishes all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|400px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] returns from ''[[Call of Duty: World at War|World at War]]'', still erroneously labeled as the &amp;quot;M1A1&amp;quot;. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and correctly fires in full-auto, though it lacks that version's fire selector as the model does not change.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|Us. M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|The M1 Carbine with the extended magazine, which holds 22 rounds. It’s not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&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. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion and the issue of &amp;quot;always reloading with a 5-round stripper clip&amp;quot; problem is resolved through an interesting dynamic reload style that is fast enough to keep up with the CoD game pace. When the weapon is scoped, reloading has the character load three loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the &amp;quot;extended mag&amp;quot; (giving a 7-round capacity) is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
There are still some oversights in the reload animations, however: the player character fails to cover the action during a mid-magazine reload, yet ironically and unnecessarily does cover it during an empty reload. This happens regardless of usage of Extended Mag or Iron Sights, regardless if a stripper clip is involved or not. Even more bizarrely, some variants' reload animations never cover the action period.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|A custom Mosin-Nagant reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle in the Attack of the Undead event. Like in that game, it is a ridiculous choice for one considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|450px|PTRS-41 Anti-Tank Rifle - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==SDK silenced rifle==&lt;br /&gt;
The [[SDK silenced rifle|Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle. With Extended Mags, it gains a [[:Image:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot;, &amp;quot;Faithful&amp;quot; and &amp;quot;Gum Shoe&amp;quot; variants resemble a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the variant.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the front iron sight of an A3 variant, in spite of the presence of a Model 330 Weaver scope, and the absence of a rear sight). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] returns from previous titles as the only true assault rifle in the game (at least, upon its launch). The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [[MP40]]-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs&amp;lt;!--I think that's what they are--&amp;gt; above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same [[MP40]]-type folding stock as on the &amp;quot;Haywire&amp;quot;. Its iron sights are mounted at the same positions as the StG 44 instead of the real weapon's more forward position.&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn, apparently having been subjected to the ''[[Far Cry 2]]'' school of gun maintenance. This is because it is an epic variant, which are always dirty or otherwise worn. Cleanliness is reserved for the otherwise identical heroic variants.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 with bipod - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the AS-44.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the Rasheed carbine, an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding stock and a small pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr 1-5==&lt;br /&gt;
The [[Volkssturmgewehr 1-5]] was added in The Resistance event. It is depicted as fully-automatic, but while some experimental versions were selective fire in reality, they were not adopted or produced in quantities. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Volkssturmgewehr 1-5 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion. While there aren't many good choices for resistance-themed self-loading rifles, a possibility could be an [[R.S.C. Mle 1917]], which was used by the French army prior to the war; while not necessarily confirmed, at least some were likely used by the underground resistance in France.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG 1-5 in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are the same as those used by the [[Sturmgewehr 44|StG-44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG 1-5.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as an available sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
== wz. 35 anti-tank rifle ==&lt;br /&gt;
The [[wz. 35 anti-tank rifle]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|400px|wz. 35 anti-tank rifle - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun and the LAD, which is technically a submachine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent fixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theatre, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG,&amp;quot; short for General Purpose Machine Gun, seemingly deciding to reverse the usual direction in which machine guns are mis-classified by the series since it was actually a light machine gun (or a no-purpose machine gun if performance is taken into account).&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles (and much more egregiously), it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]], which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; reloading.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] returns from the early ''Call of Duty'' titles. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 Light Machine Gun|Nambu Type 11]].&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun returns from ''[[Call of Duty: World at War|World at War]]'' as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', using this weapon in a man-portable method would be very impractical, whereas an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the [[Browning AN/M2|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations, particularly the belt reload.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). Like the German machine guns, its fire rate is nowhere near its real rate, at 312 RPM compared to the real gun's 1,200 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider.&lt;br /&gt;
[[File:Anm2stinger.jpg|thumb|none|450px|Stinger machine gun replica - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the weird-looking bipod, and the strange non-standard slotted barrel shroud.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The writing on the cover claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. The artist seems to have understood that the belt box is way too small, considering the &amp;quot;60 ROUND MAG&amp;quot; stenciling on the top.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|500px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|500px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The Kg m/21, a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|500px|Kg m/21 - 6.5×55mm]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so this strange extended magazine with a very deliberately thin end was invented by Sledgehammer Games.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[Image:Type92Lewis.jpg|thumb|none|400px|Japanese Type 92 with forced-air cooling jacket - 7.7×58mm R Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] returns from ''[[Call of Duty: World at War|World at War]]'', now classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|400px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. (the actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds)]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]] is yet another new machine gun in the game. Although the gun was originally designed as an aircraft-mounted machine gun, a few were fitted with bipods and used by infantry later during the war. Nevertheless, the [[MG34]] would be a more suitable weapon. Oddly, the weapon's fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier, bizarrely fitted with half of its distinctive &amp;quot;saddle drum&amp;quot;; this magazine holds 50 rounds, and is standard for the weapon in-game. Oddly enough, this model is also used for the singleplayer version that holds 75 rounds. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15. Note the aircraft sights, inappropriate for ground troop usage; furthermore, the models aren't even correct, as the front sight has only 4 intersecting lines rather than 8 and no inner circle, and the rear sight is a post, rather than the appropriate v-notch.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]], returns from ''[[Call of Duty: World at War|World at War]]'' in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]].&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map ''Pointe du Hoc''.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun). It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG 81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The basic in-game model features some &amp;quot;interesting&amp;quot; embellishments, with additional parts visible on the side of the receiver. The base 50-round drum magazine model also features a lot more bumps compared to the smooth drum on the image below, making the base magazine model somewhat resemble half of an MG15 magazine; this changes into a MG15-esque 75-round double drum magazine when extended magazines are equipped.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|451px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in WAW, the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign. They're unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in singleplayer, while in multiplayer they are available through a scorestreak.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer, and is a collectable memento during the third singleplayer mission &amp;quot;''Stronghold''&amp;quot;.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectable memento during the seventh singleplayer mission &amp;quot;''Death Factory''&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|300px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels finds the Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
A [[F-1 hand grenade]] is seen on a Russian Resistance uniform.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|250px|The F-1 on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]] appears in the The War Machine DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level, Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]].&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a Mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is given to the player for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|250px|The smoke grenade in the selection menu. Note that white is not a colour the M18 is available in; this should be an [[AN/M8 smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&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:CoDWWII-mills1.jpg|thumb|none|250px|The Mills ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|250px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in the multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|200px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on Danish Resistance uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|300px|Model 23 Haanbombe.]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|250px|Two grenades hanging on the belt.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|250px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|250px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the French Legionary uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|200px|OFX 37 hand grenade with Mle 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|250px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the Russian sailor uniform in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|250px|Two RGDs hanging from the belt.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the ''S-Mine 44''. In-game, it takes the place of a soldier's grenades in multiplayer, and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in singleplayer, and usable in some scripted setpieces where the player engages enemy planes.&lt;br /&gt;
&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|The Flak 38 in-game.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a Halbketten-Lkw Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Flak 38 as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==20mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the singleplayer campaign.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|500px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|A Pak 38 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[file:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the singleplayer campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the singleplayer and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&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:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|Closer view on a FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==12.8-cm Flak-Zwillingskanonen==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;''Flaktower''&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several ''Nebelwerfer 41''s can be seen on the &amp;quot;''Aachen''&amp;quot; and &amp;quot;Carentan&amp;quot; map.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|250px|15 cm Nebelwerfer 41 multiple rocket launcher]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the &amp;quot;Carentan Winter&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==15cm sFH 18==&lt;br /&gt;
Various ''schwere Feldhaubitzen 18'' can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[file:CoDww2 held 18 2.jpg|thumb|none|600px|A disabled sFH 18.]]&lt;br /&gt;
[[file:CoDww2 held 18 1.jpg|thumb|none|600px|Another sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==80-cm-Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The ''Schwerer Gustav'' railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, the player needs to use Bangalores to blow up German barbed wire defenses.&lt;br /&gt;
[[file:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk VI on the &amp;quot;Gibraltar&amp;quot; map.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The mounted Besa.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - Essentially the Mk1 but chambered in .50 caliber. Mounted on Armored Vehicles and used as Navy AA until supplemented by the Besa and Oerlikon 20mm Cannon - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[file:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[file:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'' the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
&lt;br /&gt;
==Browning AN/M2==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with .303 caliber [[Browning AN/M2]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG34 mounted on a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
Daniels squad must destroy a Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. In ''[[Call of Duty 2]]'' Corporal Bill Taylor must destroy this cannon, too.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[file:CoDww2 gpf 1.jpg|thumb|none|600px|The GPF in-game.]]&lt;br /&gt;
[[file:CoDww2 gpf 2.jpg|thumb|none|600px|Other view.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;''Aachen''&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of &amp;quot;''Call of Duty: Finest Hour''&amp;quot;, &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannon==&lt;br /&gt;
Some Naval Cannons are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[file:CoDww2 navalc.jpg|thumb|none|600px|The cannon in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279260</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1279260"/>
		<updated>2019-06-17T07:23:47Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: WWII&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Many weapon variants in ''WWII'' multiplayer change the weapon into a completely different one. On this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] returns as the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds. The markings on the slide indicate that the gun is manufactured by &amp;quot;Scapareli Industries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame (the P.16 variant of the M1912 had a similar slide stop lever, but on the opposite side), and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The &amp;quot;Juno&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
[[File:Codww2totalize.jpg|thumb|none|600px|The &amp;quot;Totalize II&amp;quot; variant as seen in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity). &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the No.2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]].&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|400px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A completely different top-break revolver ''named'' the &amp;quot;[[Enfield No. 2]]&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. Despite its name, it has very little in common with an actual Enfield No. 2. Only the cylinder, latch, and rear sight resemble the Enfield No. 2. The front part of the frame and the barrel are based on swing-out [[Colt]] and [[Smith &amp;amp; Wesson]] revolvers, and the rest of it appears to be based on a [[Smith &amp;amp; Wesson .44 Double Action]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|400px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:Second Colt Police Positive.jpg|thumb|none|400px|Colt Police Positive with 4&amp;quot; Barrel  - .38 Special]]&lt;br /&gt;
[[Image:Enfield No2.jpg|thumb|none|400px|Enfield No.2 Mk.1* - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings. At the very least it's correctly a top-break instead of a swing-out.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map ''The Frozen Dawn'', the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|400px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
[[File:CODWWII_Repeller_01.jpg|thumb|none|600px|The Repeller in multiplayer. While the loading gate is removed, the ejector rod still remains.]]&lt;br /&gt;
[[File:CODWWII_Repeller_02.jpg|thumb|none|600px|Starting to reload the Repeller.]]&lt;br /&gt;
[[File:CODWWII_Repeller_03.jpg|thumb|none|600px|Yup, it's a top-break Single Action Army.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in singleplayer, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
Interestingly, the &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger heavily resemble the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
[[File:CODWWII_C93_01.jpg|thumb|none|600px|The &amp;quot;Der Adler&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_C93_02.jpg|thumb|none|600px|The &amp;quot;Adlertag&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_DerAdler_02.jpg|thumb|none|600px|Duel-wielding a pair of Der Adlers.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.&lt;br /&gt;
&lt;br /&gt;
[[file:NambuType14Pistol.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Nambu-AbwehrII.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but has the M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high maximum fire rate, and is reloaded round-by-round via a loading gate. Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some early breech-loading pistols (e.g. the [[Remington Rolling Block]]). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|400px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading round-by-round. The player does not use a separate ejector rod to eject fired rounds (the Reichsrevolver has no built-in ejector rod), and seemingly ejects the casings through gravity, which is impossible. An interesting detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife being held inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] returns from ''[[Call of Duty: World at War|World at War]]'' as a new pistol in The Resistance event. Likely due to the continuing presence of the Walther trademark, the gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title; instead going by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;9mm semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles.&lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
[[File:Codww2privilege.jpg|thumb|none|600px|The &amp;quot;Privilege II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm]]&lt;br /&gt;
[[File:Codww2rebuff.jpg|thumb|none|600px|The &amp;quot;Rebuff&amp;quot; variant in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]] (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM.&lt;br /&gt;
&lt;br /&gt;
Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added [[MAS-38]], famously used in the assassination of Benito Mussolini by the Italian resistance, the [[Sten#Błyskawica|Błyskawica]], a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the [[United Defense M42]], which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added [[Sten]] itself is an appropriate choice, as countless guns were donated to resistance groups in all theatres of WWII.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|400px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Bizarrely, the weapon's charging handle is pulled upon an empty reload, despite the bolt visibly staying open throughout the entire process.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Blyskawica==&lt;br /&gt;
The [[Blyskawica]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:Codww2 blyskawica.jpg|thumb|none|600px|The Blyskawica in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_01.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
[[File:CODWWII_Blyskawica_02.jpg|thumb|none|600px|The Blyskawica on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The early model [[Erma EMP]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:ErmaEMP-35.jpg|thumb|none|500px|Erma EMP - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2 emp.jpg|thumb|none|600px|The Erma EMP in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_01.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
[[File:CODWWII_ErmaEMP_02.jpg|thumb|none|600px|A custom EMP on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. &lt;br /&gt;
[[File:EMP 44.jpg|thumb|400px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODWWII_EMP44_01.jpg|thumb|none|600px|A custom Erma EMP44 at the range.]]&lt;br /&gt;
[[File:CODWWII_EMP44_02.jpg|thumb|none|600px|A custom Erma EMP44 reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger, though it somehow gives the MP28 48 rounds. The TM 08 is not compatible with the MP28 in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWii_mp34_1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii_mp34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii_mp34_3.jpg|thumb|none|600px|Inspecting the top...]]&lt;br /&gt;
[[File:CoDWWii_mp34_4.jpg|thumb|none|600px|... and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==LAD==&lt;br /&gt;
The LAD (Lyuty, Afanasyev and Daykin, after the three designers), an obscure Soviet weapon only two prototypes of which were built, was added to the game in the June 4th 2019 update. While it is categorized as a light machine gun in game and in Russian sources, the belt-fed weapon was chambered for the 7.62x25mm Tokarev pistol cartridge and so is technically a submachine gun. The weapon uses a 50-round loose belt by default, but gains its 100-round belt drum with the extended mags attachment.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched, it becomes the &amp;quot;Mad Lad&amp;quot;.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|450px|LAD - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codww2 ladmg.jpg|thumb|none|600px|The LAD in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_LAD_01.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
[[File:CODWWII_LAD_02.jpg|thumb|none|600px|A custom LAD on the range.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, the user instead simply giving the magazine an extra smack during the empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
[[File:Codwwiihandler.jpg|thumb|none|600px|The &amp;quot;Handler II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In the campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the top charging handle and ribbed barrel. Pierson's Thompson has an older M1928 vertical foregrip instead of a M1928A1 handguard, and still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
&lt;br /&gt;
[[File:M1928.jpg|thumb|none|400px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|400px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiibuckprivate.jpg|thumb|none|600px|The &amp;quot;Buck Private II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codwwiiwayfinder.jpg|thumb|none|600px|The &amp;quot;Wayfinder II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] returns from ''[[Call of Duty 2]]'', and is the first available submachine gun in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the Grease Gun with Extended Mags, which is the same TM 08 snail drum magazine used by the P08 and MP28 in-game, inserted backwards. It gives the Grease Gun 45 rounds, and is completely nonsensical overall.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player in the campaign level “S.O.E.”, given to the player by SOE operatives, obviously.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|400px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|400px|MAS-38 - 7.65mm]]&lt;br /&gt;
[[File:CODWWII_MAS38_01.jpg|thumb|none|600px|A custom MAS-38 at the range.]]&lt;br /&gt;
[[File:CODWWII_MAS38_02.jpg|thumb|none|600px|A custom MAS-38 reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|400px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40#MP40|MP40]] returns as the main German submachine gun. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP 40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway. Note the loose sling and the bakelite lower receiver.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|400px|none|The MP41. It was produced and used in small quantities in 1941 to 1942.]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|400px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-nambuII 1.jpg|thumb|none|600px|Holding the Nambu Type II.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 4.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
[[File:CoDWWII-nambuII 5.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-nambuII 6.jpg|thumb|none|600px|... and the right side.]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model is from the post-war production Sterlings (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_Sterling_01.jpg|thumb|none|600px|The Sterling at the range, with the extended magazine.]]&lt;br /&gt;
[[File:CODWWII_Sterling_02.jpg|thumb|none|600px|Reloading the Sterling.]]&lt;br /&gt;
[[File:CODWWII_Sterling_03.jpg|thumb|none|600px|A customized Sterling in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] returns from previous games, and starts with the stick magazine. The drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has the collapsible stock of the [[K-50M]] and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell (unlike in the beta, where the drum mag used to clip through the magwell).]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|400px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten. Like most ''Call of Duty'' titles, the Sten is improperly held by the magazine in first-person; this is surprising as the base game MP28 and Type 100 are both held properly by the handguard, and so was the Sten in Sledgehammer Games' previous COD title ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted II&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm]]&lt;br /&gt;
[[File:CODWWII_StenI_01.jpg|thumb|none|600px|The &amp;quot;Rooted II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|400px|Sten Mk IVA - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
[[File:CODWWII_StenIVA_01.jpg|thumb|none|600px|The &amp;quot;Royal Skull&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODWWII_TAESMG_01.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG at the range.]]&lt;br /&gt;
[[File:CODWWII_TAESMG_02.jpg|thumb|none|600px|A custom Tokyo Arsenal Experimental SMG reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] returns from ''[[Call of Duty: World at War|World at War]]'' as a base game multiplayer-only weapon. Unlike WaW, the Type 100 in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 6.jpg|thumb|none|600px|&amp;quot;Checked Out&amp;quot; with extended magazine in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 7.jpg|thumb|none|600px|Inspecting the longer barrels.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun). It has the ZK-383's 30-round magazine by default, inaccurately portrayed as holding 32 rounds; equipping extended magazines will give it the ZK-383's 40-round magazine, also incorrectly portrayed as holding 48 rounds.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
The [[Blunderbuss]] from Sledgehammer's previous game, ''[[Call of Duty: Advanced Warfare]]'', returns as an available shotgun in multiplayer in the Attack of the Undead event (albeit with a slightly different model). &lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
[[File:CODWWII_Blunder_01.jpg|thumb|none|600px|A Blunderbuss at the range.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
The TP-82's barrels are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.&lt;br /&gt;
&lt;br /&gt;
The reloading procedure has to be altered for this fictional magazine to &amp;quot;work&amp;quot;. The interesting part is the empty reload animation, which involves turning the crank lever on the right side of the gun (it opens the action on the real gun, though the in-game bolt stays shut), replacing the magazine, then pressing a button near the trigger guard (to &amp;quot;close the action&amp;quot;). While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is the safety button instead, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the &amp;quot;magazine well&amp;quot;, it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like the one on [http://www.imfdb.org/wiki/File:Winchester1897TrenchTakedown.jpg this image]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a semi-automatic one and even an anti-tank rifle) fitted with telescopic sights by default for sniping. The &amp;quot;iron sights&amp;quot; attachment was made available for all rifles in the latter category following the Attack of the Undead event, which removes their default optics.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper Rifles&amp;quot; were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] (more accurately its sniper rifle version, the Type 97, though the two are identical aside from the scope, and the in-game weapon can use optional iron sights anyways) was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
&lt;br /&gt;
For some reason, the side of the scope is marked with 九九式小銃, which means Type 99 rifle.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[Image:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope. The reticle is loosely based on the real Arisaka's sniper scope, having mostly correct horizontal markings but completely different (and somewhat nonsensical) vertical markings. Some of the lower markings are removed, while its upper half is extended upwards, and gains a new set of increasing number markings, apparently implying a negative zero of up to -1400 meters (on the real reticle, the numbers start from 0 at the top just above the crosshair, and increase as it goes down). The 2 marking extended to the side, required on the real scope due to its position being located too close to the horizontal axis, is moved above 0 and retained more or less because it looks nice.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|400px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CODWWII_Type44_01.jpg|thumb|none|600px|The &amp;quot;Black Hornet&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CODWWII_RoninII_01.jpg|thumb|none|600px|The &amp;quot;Ronin II&amp;quot; variant.]]&lt;br /&gt;
[[File:CODWWII_Type2_01.jpg|thumb|none|600px|The &amp;quot;Hydra&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model is primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[M16]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. Note the considerably lengthened front end.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon [[Chauchat]] magazine incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|400px|Chauchat-Ribeyrolles 1918 - 8x50mmR]]&lt;br /&gt;
[[File:CODWWII_CR_01.jpg|thumb|none|600px|Holding the Chauchat-Ribeyrolles. Like ''[[Battlefield 1]]'', the Chauchat magazine is mirrored to show its dynamically depleting contents to the player.]]&lt;br /&gt;
[[File:CODWWII_CR_02.jpg|thumb|none|600px|Reloading the Chauchat-Ribeyrolles.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton&amp;quot;. This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-1.jpg|thumb|none|600px|Holding the &amp;quot;Automaton&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Avtomat-4.jpg|thumb|none|600px|Chambering the new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|Ten shots later (plus an inappropriate extra two, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one. While extended magazines for the Gewehr 43 did exist, they held 20 rounds, and were straight.]]&lt;br /&gt;
[[File:Codwwiikapitan.jpg|thumb|none|600px|The &amp;quot;Kapitan&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiinobel.jpg|thumb|none|600px|The &amp;quot;Nobel II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII NobelII 01.jpg|thumb|none|600px|A side-on view, showing off the odd magazine well, checkered forend, and leather cheekrest.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. Without the Extended Mag attachment, the Kar98k is always reloaded with a full 5-round stripper clip, with no regard for how much ammunition is missing from the rifle, how much ammunition the player character actually has, and whether or not scopes are present, which should logically prevent the insertion of a stripper clip. To circumvent the scope, the reload animation shows the clip as being attached and loaded diagonally, which is impossible in reality. The stripper clip is also incorrectly shoved into the magazine in its entirety, clip and all. These stripper clip shenanigans, including &amp;quot;diagonal clip shoving&amp;quot; reloads, are also found on the [[#Lee-Enfield No.4 Mk.I(T)|Lee-Enfield]] and [[#Springfield M1903|Springfield M1903]] rifles.&lt;br /&gt;
&lt;br /&gt;
When the Extended Mag attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which only holds 7 rounds in-game. Reloading with the Extended Mag incorrectly depicts the trench magazine as being detachable.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Kar98k; in spite of this name, the in-game gun's model is still the same early-war model. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Performing the diagonal clip insertion reload.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|The K98k in-game, fitted with the aforementioned 7-round 20-round detachable fixed trench magazine. Also note the lack of a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
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==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)#Short Magazine Lee-Enfield rifle|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Reloading the Lee-Enfield with a stripper clip through the scope. Like other base game bolt-action rifles, the reload animation loads the stripper clip diagonally to &amp;quot;creatively&amp;quot; avoid the scope blocking the magazine, and also replenishes all 10 rounds with just one 5-round clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it's definitely not the standard procedure.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|400px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] returns from ''[[Call of Duty: World at War|World at War]]'', still erroneously labeled as the &amp;quot;M1A1&amp;quot;. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and correctly fires in full-auto, though it lacks that version's fire selector as the model does not change.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|Us. M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|The M1 Carbine with the extended magazine, which holds 22 rounds. It’s not the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine with original L style rear sights, and side-folding stock, often referred to as the 'Paratrooper' carbine - .30 Carbine]]&lt;br /&gt;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&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. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also equipped with a 4x Optic attachment, a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
[[File:Codwwiiindependent.jpg|thumb|none|600px|The &amp;quot;Independent II&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwiifrontline.jpg|thumb|none|600px|The &amp;quot;Front Line II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Volunteer&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:CODWWII_Volunteer_01.jpg|thumb|none|600px|The &amp;quot;Volunteer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant of the M1 Carbine, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:CODWWII_M2C_01.jpg|thumb|none|600px|A custom M2 Carbine at the range.]]&lt;br /&gt;
[[File:CODWWII_M2C_02.jpg|thumb|none|600px|Reloading a custom M2 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant Hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion and the issue of &amp;quot;always reloading with a 5-round stripper clip&amp;quot; problem is resolved through an interesting dynamic reload style that is fast enough to keep up with the CoD game pace. When the weapon is scoped, reloading has the character load three loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is inserted when the weapon is empty, while during partial reloads the character pushes the clip partially down the magazine and removes it after only having loaded the number of rounds needed. When the &amp;quot;extended mag&amp;quot; (giving a 7-round capacity) is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
There are still some oversights in the reload animations, however: the player character fails to cover the action during a mid-magazine reload, yet ironically and unnecessarily does cover it during an empty reload. This happens regardless of usage of Extended Mag or Iron Sights, regardless if a stripper clip is involved or not. Even more bizarrely, some variants' reload animations never cover the action period.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODWWII_MN_01.jpg|thumb|none|600px|A custom Mosin-Nagant at the range.]]&lt;br /&gt;
[[File:CODWWII_MN_02.jpg|thumb|none|600px|A custom Mosin-Nagant reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle in the Attack of the Undead event. Like in that game, it is a ridiculous choice for one considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|450px|PTRS-41 Anti-Tank Rifle - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
[[File:Codwwii ptrs41_1.jpg|thumb|none|600px|Holding a scoped PTRS.]]&lt;br /&gt;
[[File:Codwwii ptrs41_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii ptrs41_3.jpg|thumb|none|600px|Rechambering.]]&lt;br /&gt;
&lt;br /&gt;
==SDK silenced rifle==&lt;br /&gt;
The [[SDK silenced rifle|Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODWWII_AVS36_01.jpg|thumb|none|600px|The AVS-36 at the range.]]&lt;br /&gt;
[[File:CODWWII_AVS36_02.jpg|thumb|none|600px|Reloading the AVS-36]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle. With Extended Mags, it gains a [[:Image:1903airservice.jpg|Air Service magazine]] incorrectly depicted as detachable, and holds only 7 rounds instead of the real 25.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. Its magazine capacity is boosted to 25 (which would actually be appropriate for its Extended Mag model), despite using the standard 5-round magazine model.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Like the Kar98k and Lee-Enfield, the reload animation loads a 5-round stripper clip diagonally, and is always reloaded this way regardless of the remaining rounds in the gun or the amount of reserve ammunition. These stripper clips are also seemingly inserted fully, clip and all, into the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot;, &amp;quot;Faithful&amp;quot; and &amp;quot;Gum Shoe&amp;quot; variants resemble a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the variant.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the front iron sight of an A3 variant, in spite of the presence of a Model 330 Weaver scope, and the absence of a rear sight). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
[[File:CODWWII_RangerII_01.jpg|thumb|none|600px|The &amp;quot;Ranger II&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] returns from previous titles as the only true assault rifle in the game (at least, upon its launch). The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [[MP40]]-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Reloading. This animation is recycled from the first ''Modern Warfare'' (which in turn based it on its AK reload animation); the animation also appeared in ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs&amp;lt;!--I think that's what they are--&amp;gt; above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same [[MP40]]-type folding stock as on the &amp;quot;Haywire&amp;quot;. Its iron sights are mounted at the same positions as the StG 44 instead of the real weapon's more forward position.&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the pistol grip and trigger guard of the MKb 42(W) is also used as the icon for the various &amp;quot;Pistol Grip&amp;quot; cosmetic items; these are optional decorative replacement grips for pistols, making the choice of a rifle's pistol grip to represent them somewhat strange.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the StG 45(M). Despite being a prototype rifle that never saw any combat service, it is both engraved and has been used enough to become rusty and worn, apparently having been subjected to the ''[[Far Cry 2]]'' school of gun maintenance. This is because it is an epic variant, which are always dirty or otherwise worn. Cleanliness is reserved for the otherwise identical heroic variants.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 with bipod - 7.62x41mm M43]]&lt;br /&gt;
[[File:Codwwii-as44-1.jpg|thumb|none|600px|Holding the AS-44.]]&lt;br /&gt;
[[File:Codwwii-as44-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii-as44-3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Codwwii-as44-4.jpg|thumb|none|600px|Rechambering with an underhand technique.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine, while the real rare 15-round SVT magazine was externally (but not technically) analogous to [[AVS 36]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:CODWWII_ShackManII_01.jpg|thumb|none|600px|The &amp;quot;Shack Man&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the Rasheed carbine, an Egyptian derivative of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding stock and a small pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:CODWWII OAO 01.jpg|thumb|none|600px|The &amp;quot;O.A.O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O.A.O.&amp;quot;]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:CODWWII SOL 01.jpg|thumb|none|600px|The &amp;quot;S.O.L.&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of the Japanese Kō-type experimental rifle (試製自動小銃甲), a copy of the Pedersen rifle.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm]]&lt;br /&gt;
[[File:Codww2type5.jpg|thumb|none|600px|The Type 5 in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr 1-5==&lt;br /&gt;
The [[Volkssturmgewehr 1-5]] was added in The Resistance event. It is depicted as fully-automatic, but while some experimental versions were selective fire in reality, they were not adopted or produced in quantities. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Volkssturmgewehr 1-5 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion. While there aren't many good choices for resistance-themed self-loading rifles, a possibility could be an [[R.S.C. Mle 1917]], which was used by the French army prior to the war; while not necessarily confirmed, at least some were likely used by the underground resistance in France.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG 1-5 in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are the same as those used by the [[Sturmgewehr 44|StG-44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG 1-5.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as an available sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
== wz. 35 anti-tank rifle ==&lt;br /&gt;
The [[wz. 35 anti-tank rifle]] was added to the game in the June 4th 2019 update.&lt;br /&gt;
[[File:Wz35.jpg|thumb|none|400px|wz. 35 anti-tank rifle - 8x107mm DS]]&lt;br /&gt;
[[File:Codww2 wz35.jpg|thumb|none|600px|The wz. 35 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_WZ35_01.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
[[File:CODWWII_WZ35_02.jpg|thumb|none|600px|A custom wz. 35 on the range.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent affixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theatre, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG,&amp;quot; short for General Purpose Machine Gun, seemingly deciding to reverse the usual direction in which machine guns are mis-classified by the series since it was actually a light machine gun (or a no-purpose machine gun if performance is taken into account).&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles (and much more egregiously), it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]] from ''[[Call of Duty: World at War|World at War]]'', which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CODWWII_FDM_01.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; at the range.]]&lt;br /&gt;
[[File:CODWWII_FDM_02.jpg|thumb|none|600px|The &amp;quot;Fiore di Morte&amp;quot; reloading.]]&lt;br /&gt;
[[File:CODWWII_FDM_03.jpg|thumb|none|600px|Customizing the &amp;quot;Fiore di Morte.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] returns from the early ''Call of Duty'' titles. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant water-cooling jackets, something which was never a feature of any Bren variant; with a low rate of fire, low magazine capacity, and quick-change barrel, the Bren wouldn't really need one. The latter variant also has a rather strange straight-wristed stock, seemingly inspired by that of the [[Type 11 Light Machine Gun|Nambu Type 11]].&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pushing the charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
===Nambu Type 99===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty1.jpg|thumb|none|600px|Holding the &amp;quot;Royalty II&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty2.jpg|thumb|none|600px|Looking at the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun returns from ''[[Call of Duty: World at War|World at War]]'' as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', using this weapon in a man-portable method would be very impractical, whereas an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the [[Browning AN/M2|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations, particularly the belt reload.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box with a fictional appearance (rather than using the real weapon's 100-round belt box for some reason). Like the German machine guns, its fire rate is nowhere near its real rate, at 312 RPM compared to the real gun's 1,200 RPM.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider.&lt;br /&gt;
[[File:Anm2stinger.jpg|thumb|none|450px|Stinger machine gun replica - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, the weird-looking bipod, and the strange non-standard slotted barrel shroud.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The writing on the cover claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the &amp;quot;Extended Mag&amp;quot; attachment, fitting it with a fictional belt box that is far too small to hold 100 rounds.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box. The artist seems to have understood that the belt box is way too small, considering the &amp;quot;60 ROUND MAG&amp;quot; stenciling on the top.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|500px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|500px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/21==&lt;br /&gt;
The Kg m/21, a Swedish modification of the BAR, was added to the game in the June 4th 2019 update. Like the BAR, it is classified as a rifle rather than an LMG.&lt;br /&gt;
[[File:Kgm21.jpg|thumb|none|500px|Kg m/21 - 6.5×55mm]]&lt;br /&gt;
[[File:Codww2 kgm21.jpg|thumb|none|600px|The Kg m/21 in the combat records menu.]]&lt;br /&gt;
[[File:CODWWII_M21_01.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
[[File:CODWWII_M21_02.jpg|thumb|none|600px|A custom Kg M/21 on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so this strange extended magazine with a very deliberately thin end was invented by Sledgehammer Games.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis_Gun#Type_92|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[Image:Type92Lewis.jpg|thumb|none|400px|Japanese Type 92 with forced-air cooling jacket - 7.7×58mm R Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] returns from ''[[Call of Duty: World at War|World at War]]'', now classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle (correctly) doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, the bipod mount serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|400px|none|Colt Model 1925 (a.k.a Colt R75).]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet; the weapon lacks a bayonet lug, the in-game bayonet being seemingly welded onto the barrel instead. Furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. (the actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds)]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]] is yet another new machine gun in the game. Although the gun was originally designed as an aircraft-mounted machine gun, a few were fitted with bipods and used by infantry later during the war. Nevertheless, the [[MG34]] would be a more suitable weapon. Oddly, the weapon's fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights (the water cooling jackets being hilariously enough [http://www.deactivated-guns.co.uk/deactivated-guns/axis-deactivated-guns/deactivated-very-rare-wwii-luftwaffe-mg15-converted-for-ground-use/prod_6252.html real]). The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
&lt;br /&gt;
The default in-game stock pad is different from that of the reference image below and is closer to [https://cdn.shopify.com/s/files/1/1524/1342/products/on2273__1.jpg?v=1505288493 this] example. The reference image stock pad however is found on the &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants. In addition, the default in-game stock has a thumb screw to secure the stock, like the reference image below. The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants instead use a latch/clamp to secure the stock, which is found on the external link examples linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:MG15 Infantry.jpg|thumb|none|450px|MG15 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier, bizarrely fitted with half of its distinctive &amp;quot;saddle drum&amp;quot;; this magazine holds 50 rounds, and is standard for the weapon in-game. Oddly enough, this model is also used for the singleplayer version that holds 75 rounds. Also note that the in-game bipod is mounted at the rear mounting position of the bipod mounting shroud instead of at the front like on the reference image.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15. Note the aircraft sights, inappropriate for ground troop usage; furthermore, the models aren't even correct, as the front sight has only 4 intersecting lines rather than 8 and no inner circle, and the rear sight is a post, rather than the appropriate v-notch.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]], returns from ''[[Call of Duty: World at War|World at War]]'' in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]].&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map ''Pointe du Hoc''.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun). It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
&lt;br /&gt;
[[File:MG 81 Infantry 2.jpg|thumb|none|450px|MG 81 converted for ground usage - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81. Note the bipod which appears to be more or less glued onto the muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The basic in-game model features some &amp;quot;interesting&amp;quot; embellishments, with additional parts visible on the side of the receiver. The base 50-round drum magazine model also features a lot more bumps compared to the smooth drum on the image below, making the base magazine model somewhat resemble half of an MG15 magazine; this changes into a MG15-esque 75-round double drum magazine when extended magazines are equipped.&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|451px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwiivmg1927.jpg|thumb|none|600px|Holding the VMG 1927.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload1.jpg|thumb|none|600px|Reloading. About to remove the magazine.]]&lt;br /&gt;
[[File:Codwwiivmg1927reload2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Codwwiivmg1927extendedmag.jpg|thumb|none|600px|Inspecting a VMG 1927 with an extended magazine.]]&lt;br /&gt;
[[File:CODWWII VMG 01.jpg|thumb|none|600px|A VMG 1927 equipped with a reflex sight and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
&lt;br /&gt;
[[File:Schiessbecher.jpg|thumb|none|400px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'') - 30x250 mm]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43. Like in WAW, the grenade appears to be the ''Große Gewehrpanzergranate'' grenade.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main rocket launcher for the Allied forces.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign, firing Mk 2 hand grenades on M1A2 rifle grenade adapters. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign. They're unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main rocket launcher for the Axis forces.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not retrieve the wooden block containing the contact wires from the rear of the rocket and insert it into the contact box, or press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in singleplayer, while in multiplayer they are available through a scorestreak.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer, and is a collectable memento during the third singleplayer mission &amp;quot;''Stronghold''&amp;quot;.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectable memento during the seventh singleplayer mission &amp;quot;''Death Factory''&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|300px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels finds the Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
A [[F-1 hand grenade]] is seen on a Russian Resistance uniform.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|250px|The F-1 on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]] appears in the The War Machine DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level, Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]].&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a Mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in game, each used for different purposes.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is given to the player for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages.&lt;br /&gt;
&lt;br /&gt;
Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|250px|The smoke grenade in the selection menu. Note that white is not a colour the M18 is available in; this should be an [[AN/M8 smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be based on markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be based on the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&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:CoDWWII-mills1.jpg|thumb|none|250px|The Mills ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|250px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in the multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|200px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on Danish Resistance uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|300px|Model 23 Haanbombe.]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|250px|Two grenades hanging on the belt.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|250px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|250px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the French Legionary uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|200px|OFX 37 hand grenade with Mle 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|250px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the Russian sailor uniform in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|250px|Two RGDs hanging from the belt.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the ''S-Mine 44''. In-game, it takes the place of a soldier's grenades in multiplayer, and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in singleplayer, and usable in some scripted setpieces where the player engages enemy planes.&lt;br /&gt;
&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|The Flak 38 in-game.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a Halbketten-Lkw Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII_Flak38_01.jpg|thumb|600px|none|The Flak 38 as a score streak.]]&lt;br /&gt;
&lt;br /&gt;
==20mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the singleplayer campaign.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|500px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|A Pak 38 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[file:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the singleplayer campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the singleplayer and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&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:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|Closer view on a FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==12.8-cm Flak-Zwillingskanonen==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;''Flaktower''&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several ''Nebelwerfer 41''s can be seen on the &amp;quot;''Aachen''&amp;quot; and &amp;quot;Carentan&amp;quot; map.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|250px|15 cm Nebelwerfer 41 multiple rocket launcher]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the &amp;quot;Carentan Winter&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==15cm sFH 18==&lt;br /&gt;
Various ''schwere Feldhaubitzen 18'' can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[file:CoDww2 held 18 2.jpg|thumb|none|600px|A disabled sFH 18.]]&lt;br /&gt;
[[file:CoDww2 held 18 1.jpg|thumb|none|600px|Another sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==80-cm-Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The ''Schwerer Gustav'' railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, the player needs to use Bangalores to blow up German barbed wire defenses.&lt;br /&gt;
[[file:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk VI on the &amp;quot;Gibraltar&amp;quot; map.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The mounted Besa.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - Essentially the Mk1 but chambered in .50 caliber. Mounted on Armored Vehicles and used as Navy AA until supplemented by the Besa and Oerlikon 20mm Cannon - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[file:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[file:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'' the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:CODWWII_M2A_01.jpg|thumb|none|600px|P-47 Thunderbolts with eight M2 machine guns in the wings.]]&lt;br /&gt;
[[File:CODWWII_M2A_02.jpg|thumb|none|600px|P-47s going in for a strafing run.]]&lt;br /&gt;
[[File:CODWWII_M2A_03.jpg|thumb|none|600px|The ball turret gunner with his twin fifties.]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four .50 cal M2 machine guns in a remotel operated turret.]]&lt;br /&gt;
&lt;br /&gt;
==Browning AN/M2==&lt;br /&gt;
The Avro Lancaster bomber called in for the firebombing score streak is armed with .303 caliber [[Browning AN/M2]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:CODWWII_ANM2_01.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
[[File:CODWWII_ANM2_02.jpg|thumb|none|600px|The Avro Lancaster with its .303 Brownings in three power turrets.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
The Northrop P-61 Black Widow night fighters called in as part of the Counter Recon Aircraft score streak is armed with four [[Hispano-Suiza HS.404]] cannons as well as four M2 machine guns.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:CODWWII_HS404_01.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
[[File:CODWWII_HS404_02.jpg|thumb|none|600px|A Northrop P-61 Black Widow is armed with four [[Hispano-Suiza HS.404]] cannons in the belly.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG34 mounted on a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
Daniels squad must destroy a Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. In ''[[Call of Duty 2]]'' Corporal Bill Taylor must destroy this cannon, too.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[file:CoDww2 gpf 1.jpg|thumb|none|600px|The GPF in-game.]]&lt;br /&gt;
[[file:CoDww2 gpf 2.jpg|thumb|none|600px|Other view.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;''Aachen''&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of &amp;quot;''Call of Duty: Finest Hour''&amp;quot;, &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannon==&lt;br /&gt;
Some Naval Cannons are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[file:CoDww2 navalc.jpg|thumb|none|600px|The cannon in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_WWII&amp;diff=1279259</id>
		<title>Talk:Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_WWII&amp;diff=1279259"/>
		<updated>2019-06-17T07:05:07Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Categorization, my LAD, is made up of mistakes... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous Weapons=&lt;br /&gt;
&lt;br /&gt;
==Cole Knuckle Knife==&lt;br /&gt;
The Teeth Grinder variant of the trench knife is based on Cole knuckle knifes. Butcher also carries the same model, though depicted without a knuckle.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The Claymore is based on medieval Scottish two-handed claymore swords.&lt;br /&gt;
&lt;br /&gt;
==Gebirgsjäger Pickaxe==&lt;br /&gt;
The Ice Pick is based on WW2 period German Gebirgsjäger pickaxes.&lt;br /&gt;
&lt;br /&gt;
==Mark I Trench Knife==&lt;br /&gt;
The Trench Knife is based on the US Mark I Trench Knife, though the Call of Duty WWII: Field Manual book erroneously states that it is a BC-41 Trench Knife.&lt;br /&gt;
&lt;br /&gt;
==M-1943 Entrenching Tool==&lt;br /&gt;
The US Shovel is based on the M-1943 Entrenching Tool.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Debut Trailer==&lt;br /&gt;
Going to place the shots from the trailer here for now. There was a few more shown but I couldn't screencap them due to how fast they went by. --[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 13:53, 26 April 2017 (EDT)&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|Unknown German Soldier with a Luger]]&lt;br /&gt;
[[File:CoDWWII-Flamethrower.jpg|thumb|none|600px|American Trooper with a Flamethrower]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|M1911 in the shoulder holster]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|German solider firing an MG42]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun.jpg|thumb|none|600px|American Soldier firing a Grease Gun]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Player Character with the M1 Garand]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|Soldier firing a Browning M1919]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Soldier with the Grease Gun]]&lt;br /&gt;
[[File:CoD2017BARtrailer.jpg|thumb|none|600px|A top-view of a BAR lying on the ground, in the hands of the soldier trying to get up.]]&lt;br /&gt;
[[File:CoD2017Gewehrish.jpg|thumb|none|600px|A German soldier dying while waving his semi-automatic rifle around.]]&lt;br /&gt;
&lt;br /&gt;
:So it looks like Call of Duty 2: Big Red One is getting a remaster eh? Actually, this looks awesome. There's also the M1918A2 BAR and Gewehr 43.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:27, 26 April 2017 (EDT)&lt;br /&gt;
::I don't recall seeing the BAR in the trailer, but I did see the Gewehr 43 (Just couldn't get a shot of it).--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:29, 26 April 2017 (EDT)&lt;br /&gt;
:::Actually, I watched the Wehrmacht soldier getting shot again at .25 speed and the rifle he's carrying actually has some non-G43 characteristics- namely, it has some sort of muzzle device (and gas tube) that looks similar to the SVT-40 muzzle brake or gas trap endcap on the G41(W), although it looks rather small to be the latter. I think it may actually be a SVT-40 too, as it doesn't look like it has the upward-facing charging handle of the G41/G43 as the German spins the rifle around as he drops it. The magazine also looks pretty long and curved, like the SVT's. Of course it's weird for an SVT to be seen on the Western front, but it may mean that there might just be a Russian campaign too (or at least Russian guns in the multiplayer, most likely).--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:17, 26 April 2017 (EDT)&lt;br /&gt;
::::Just to note, I've updated the images above to high-res screencaps, and renamed most of them appropriately to match other CoD images (should be separated by hyphens and the like). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:40, 27 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Trailer ==&lt;br /&gt;
&lt;br /&gt;
Well boys, its out! https://www.youtube.com/watch?v=MURrgYG--L8&lt;br /&gt;
&lt;br /&gt;
The guns I was able to Identify goes as follows: MG-42, M1 Garand, (With and without bayonet) Possible MG-34, M3 Grease Gun (with detachable OSS suppressor) M2 Flamethrower, STG 44, M1 Carbine, Lewis Gun (Possible) M1897 Trenchgun (Is chamberloaded with a dragon's breath round) MP40, Karabiner 98K, Springfield M1903A1 with a 7.8x Unerti scope, an Aircraft Lewis gun is seen in the hands of a British soldier in the tank sequence, (?!) The tank gunner mans a Browning M1919A4, and last, but not least, A U.S. soldier draws akimbo M1911A1s in the last shot of the trailer. --[[User:50AEDeagle|50AEDeagle]] ([[User talk:50AEDeagle|talk]]) 12:32, 13 June 2017 (EDT)&lt;br /&gt;
:I'm glad to see gore will be a thing again, something lacking from  Battlefield 1.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:48, 13 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
More gameplay! https://www.youtube.com/watch?v=2TG9UHHZT1k&lt;br /&gt;
&lt;br /&gt;
That drum-fed Machinegun is confirmed as the MG15, a bipod can be used when a player is prone. (Possibly on a ledge too?) The Thompson M1928 is confirmed, (Also able to attach a suppressor) BAR is confirmed, Panzerschreck is confirmed, and everybody's favorite Mauser M712 Schnellfeuer is confirmed as a usable sidearm. --[[User:50AEDeagle|50AEDeagle]] ([[User talk:50AEDeagle|talk]])&lt;br /&gt;
:For the record, were Dragon's Breath rounds even a thing in WW2? Also, it's called an M1928, but it seems to actually be an M1A1. Furthermore, for some reason, the (impossible) drum magazine holds only 45 rounds, instead of 50. There is also the ability to place mounted MG42s, which, for some reason, hold an infinite amount of rounds in the 50-round belt drum, and cause inconsistent levels of screen shake. Also, isn't the MG15 supposed to fire faster than that (and, for that matter, supposed to be a vehicle-only weapon, lacking even a stock)? The MG on the tank seems to be an M1919 with infinite ammo and an exceptionally slow fire rate. S-Mines are confirmed, referred to as &amp;quot;Bouncing Betties.  Still, it is only an early alpha, so here's hoping that they fix some of these issues prior to the game's release. See ya, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:12, 13 June 2017 (EDT)&lt;br /&gt;
::Pretty sure this 45-round capacity is due to the extended mag's arbitrary 50% increase from the base 30-round magazine. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:28, 14 June 2017 (EDT)&lt;br /&gt;
:I think that's a Nydar reflex sight mounted on the BAR. It'll be kinda dumb if they shoehorn rail attachments into everything.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::I don't think adherence to historical reality is something that's an ironclad rule in the AAA videogame industry, otherwise they wouldn't have every other soldier be a female.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 20:47, 13 June 2017 (EDT)&lt;br /&gt;
:Multiplayer gameplay shows that the Winchester 1897 trench gun is somehow able to hold 9+1 rounds. Also, equipping the Kar98k with the &amp;quot;extended mags&amp;quot; option gives it what appears to be a 20-round detachable trench mag, yet only increases the capacity to 7 rounds. --[[User:SpectralNova|SpectralNova]] ([[User talk:SpectralNova|talk]]) 08:34, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== So what number is this? ==&lt;br /&gt;
Is it the 578,978,671st or 578,978,672nd WWII FPS? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:19, 14 June 2017 (EDT)&lt;br /&gt;
:It's the googolplexth one, mate. On a more serious note, there's a magazine-fed shotgun in the selection menu, referred &amp;quot;Toggle Action&amp;quot;; what weapon is it, exactly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 14 June 2017 (EDT)&lt;br /&gt;
::Where, pray tell, is this weapon list? I've found a few toggle-locked shotguns (one of which, designed by Walther, actually made it into production), but they're all tube-fed. I would like to get a look at this thing, whatever it is. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:17, 14 June 2017 (EDT)&lt;br /&gt;
:::[http://www.youtube.com/watch?v=mkMaSaRbTLM Here] at 0:21. The magazine seems too small for shotgun shells, so I don't know what they slapped here, maybe a rifle erroneously assigned as a shotgun due to early testing or something? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:08, 14 June 2017 (EDT)&lt;br /&gt;
::::I just googled &amp;quot;toggle action shotgun&amp;quot; and [http://forums.gunboards.com/showthread.php?262846-The-Walther-automatic-shotgun this] came up, I think it is the Walther design that Pyro mentioned, that actually dates back to the end of WWI. I assume the magazine is just something Sledgehammer shoved in there, the receiver design is identical.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:28, 14 June 2017 (EDT)&lt;br /&gt;
:::::Having a look at the weapon design, the magazine seems to be lifted off of another obscure Walther design, the [https://www.forgottenweapons.com/ria-walther-a115-prototype-rifle/ A115]. Maybe they're just being dumb, or maybe they're trying to make some sort of secretive Zombies joke/reference. Who honestly knows. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:49, 14 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP44k ==&lt;br /&gt;
&lt;br /&gt;
So in the trailer, many of us have noticed the shortened version of the MP44. This actually does exist in real life, but no one knows whether it was a rejected last ditch weapon, or a home made weapon. Forgotten Weapons has featured this, but with little information. &lt;br /&gt;
https://www.forgottenweapons.com/guns-that-should-have-been/&lt;br /&gt;
I remember reading on another forum how it's actually an MKB42h that has been shortened down. &lt;br /&gt;
The truly ironic thing here is the vague resemblance to the MP5, since the MP5 and STG44 are related. The MP5 coming from the G3, which in turn came from the CETME rifle which was modified from the Mauser STG 45 last ditch assault rifle. &lt;br /&gt;
If anyone has more information though, please share. That'd be lovely. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 16:30, 15 June 2017 (EDT)&lt;br /&gt;
:There was no shortened version of the MP44 actually made during the war as far as I know. The one you linked to above is a modern built custom gun, as stated in the description on the page. There are also some images of an MP44 with a full length barrel with an MP40 stock, however I believe these are photoshops. On obvious reason that these didn't exist is that the MP44 has a long recoil spring that goes all the way into the stock. The custom gun you linked to gets around this by having a new spring inside the gas piston tube above the barrel. The reason that the German's went with the long spring was that they couldn;t make a short spring work due to poor quality steel, and this only got worse towards the end of the war so can't imagine any last ditch weapons would be able to be built like this. The last ditch equivalent to the MP44 was sort of the Gustloff VG1-5.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:23, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, so I'm guessing Sledgehammer saw the page and was like &amp;quot;Maybe we could include this in the game.&amp;quot; Even though they also claim historical accuracy. But we all know when it comes to WW2 games, Historical Accuracy is just a marketing word. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 18:35, 15 June 2017 (EDT)&lt;br /&gt;
::Sledgehammer's logic: It looks like something from WWII, so it probably is. Let's put it in the game--But only if it looks cool. And it also has to make cool &amp;quot;bang bang&amp;quot; noises when you pull the trigger. It's even better if it has a name that sounds old. --[[User:SpectralNova|SpectralNova]] ([[User talk:SpectralNova|talk]]) 19:04, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
On another note, I saw shortened MP-44s in many old Soviet films. Do not ask how, but it somehow worked. -[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 16 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN weapons walkthrough ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=wFLSECMf8pk&lt;br /&gt;
&lt;br /&gt;
For MP Allied &amp;amp; German sides. Doesn't show Russian or mounted.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
:A couple of things to note here: the Winchester's extended magazine raises the capacity to 10 rounds (not 9+1 as previously stated, because even though the future is now, you still load all of the shells, then work the action on an empty reload), the Walther shotgun's magazine is actually a drum, and the reload animation has the player character lock back the bolt, replace the drum, then press on the back of the drum as if it were a bolt release to drop it, the M1911's extended magazine is hilariously long, I'm not sure if M712 mags drop free, the BAR is treated as closed-bolt (is anybody really surprised), the Thompson is never cocked, but Thompsons don't lock open on drums (and that's ignoring how drums don't even go in M1A1s), and that's pretty much the long and short of it. Did anybody notice anything else that they'd like to mention here? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:38, 16 June 2017 (EDT)&lt;br /&gt;
:The magical Springfield M1903 that have scopes and allow feeding with stripper clips. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:55, 16 June 2017 (EDT)&lt;br /&gt;
:::The K 98K uses detachable magazines instead of stripper clips.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 15:54, 16 June 2017 (EDT)&lt;br /&gt;
::::I think that's just because it has an &amp;quot;extended magazine&amp;quot; attachment.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:44, 16 June 2017 (EDT) &lt;br /&gt;
::Snakes have started manifesting in my house after watching that video, oh my god. We have iron sights being sacrificed to the great god Nydar, drum mags that barely extend the magazine, soldiers that can somehow control stockless machine guns firing at 1000 RPM, the mystery Walther shotgun and more. I am really expecting this game to bomb now, because this is a new level of bad. --[[User:PaperCake|PaperCake]] 13:24, 16 June 2017 (EST)&lt;br /&gt;
:Say what you will about ''Infinite Warfare'', but you can have all the crazy-ass weapons you want in the distant future. A red-dot on a BAR? The extended mag K98k? Lewis guns? WTF? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:55, 16 June 2017 (EDT)&lt;br /&gt;
::After numerous updates we will get a Kolibri with drum magazine and a time-traveling man-portable M61 Vulcan with six detachable suppressors from supply drops. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:15, 16 June 2017 (EDT)&lt;br /&gt;
:::The combination of an Aircraft Lewis Gun with a stock is not as incorrect for WW2 as you might initially think. A large number of Aircraft guns fitted with stocks were issued to the Home Guard as AA weapons, and Aircraft guns were also still quite widely used in the desert. The reason for the shift over to Aircraft guns rather than the shrouded Ground guns was due to the fact that by WW2 they has decided that the shroud did not actually make any real impact on the performance of the gun and that it could function fine without it. I am still sceptical that you would ever see them in post D-Day Europe though, but I assume the reason they made the odd lewis choice is that it is one of the few single crew portable Allied MGs that has a capacity significantly greater than the BAR. I would almost be happier if they just used a Bren with those rare (but still real, just not in the ground role) 100 round drum mags.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:37, 2 July 2017 (EDT)&lt;br /&gt;
I have a burning desire to use that &amp;quot;Aliens&amp;quot; History Channel meme image right now. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:16, 16 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PPS-43? ==&lt;br /&gt;
We sure this is a PPS-43? Looks more like a PPSh-41 due to how the one hand is angled. Granted it is a far away shot but it does look more like the PPSh-41 then what's listed on the page.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 12:20, 26 July 2017 (EDT)&lt;br /&gt;
[[File:Codwwii_pps.jpg|thumb|none|500px|Look at the left hand and how it's angled. Pretty sure you don't hold the PPS-43 like that]]&lt;br /&gt;
:I'm tempted to agree with you here, Sean. Not only does the character hold the thing correctly for a PPSh (with no sign of clipping that would arise from using PPSh animations for a PPS), but I think that I can just ''barely'' make out a bit of wood above the user's right hand, which would give it away as a PPSh. Also, on a sidenote, any idea what the guy to his right is holding? Given the proportions of what seems to be a pan magazine on top of it, I'm tempted to say it's a DP-28, but the rest of the gun is giving me second thoughts. Any ideas?&lt;br /&gt;
::I think that is the DP-28 after comparing that to an actual DP-28.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:30, 26 July 2017 (EDT)&lt;br /&gt;
:::My guess would be that it is that weird hybrid Lewis Gun. From the screenshots in the Lewis section I can't tell if it has a bipod like this gun, but if you look at the 2nd image in the &amp;quot;Unknown LMG&amp;quot; section that gun is actually Lewis and you can see that it has the bipod as well. For some reason this gun appears to be a mirror image though, showing the right side of the receiver on the left side. On the topic of this section, I think that the picture looking down the sights is of an MG15 feeding from a single drum, which just leaves that weird MG that has that snail drum or whatever that is. There was a brass catcher for the Lewis that looked a tiny bit like this &amp;quot;drum&amp;quot;, but the rest of the gun looks off so I doubt it is that.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:06, 26 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M712 ==&lt;br /&gt;
&lt;br /&gt;
Looking at the model, the gun in-game isn't an M712. It clearly lacks the fire selector. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:52, 2 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP28, PPSh, and Type 100. ==&lt;br /&gt;
&lt;br /&gt;
Pardon me for asking, Ultimate94ninja, but where exactly are you getting this information about these SMGs being in the game? Also, since we're here, let's start a weapon wish-list for this game. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:41, 19 August 2017 (EDT)&lt;br /&gt;
:There were some recent gameplay videos that showed the Type 100. It seems a little late for a weapon wishlist, don'tya think?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:32, 19 August 2017 (EDT)&lt;br /&gt;
::There's been a recent GameInformer video confirming these three weapons. We didn't see actual gameplay of the MP28 (provided that it is actually one), but its pickup icon was shown, and it was referred to as &amp;quot;Waffe 28&amp;quot;, for some reason (maybe due to copyright naming or something). As for a wishlist, well, some new CoD weapons are still popping up in gameplay videos of the game (not to mention the likeliness of additional DLC weapons - probably not form supply drops seeing as SHG confirmed these will only contain cosmetic content... for now), so why not? Let's see: the German pilots' Luftwaffe Drilling would be a pretty fun idea. The MG13 would have made more sense than the MG15 (was the latter even usable as an infantry weapon? Pretty sure it was only for aircraft and the like). I'd also like to see the M1917 revolver, Browning Auto-5 and AVS-36. The Fedorov Avtomat was used less than during WWI, and the M2 Carbine didn't see much use before the end of WWII, but... *coughs at BF1*. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:36, 20 August 2017 (EDT)&lt;br /&gt;
:::It's not even known exactly, used whether Födorov in WW2 actually. But there is information that the [[Tokarev M1927]] was in limited use at the early stage of the war. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:14, 20 August 2017 (EDT)&lt;br /&gt;
::::Would be funny to see the Spasov M1944 Trigun btw. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:32, 20 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:SpasovM1944Trigun.jpg|thumb|none|500px|Spasov M1944 Trigun - 9x19mm Parabellum]]&lt;br /&gt;
[[User:Prcsnv|Prcsnv]] ([[User talk:Prcsnv|talk]]) 20:17, 20 March 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Well, for starters, it'd make sense for them to have an MP28, considering its presence in IW as the &amp;quot;Trencher&amp;quot;. Regarding the MG15, it seems to have a stock attached, and I've seen images of ones set up like this (with a stock and bipod), but I can't imagine 75 rounds of 7.92 at 1,000 RPM to be the most practical thing. Given the other MGs included in the early build, it seems like they were trying to stay away from belt-fed guns, possibly because they haven't gotten that code worked out yet. And, as for the concept of a weapon wish-list, the game's still a fair few months away from release, so maybe they'll take some feedback and do things better at the actual launch. Not likely, but maybe. Now, the wish-list (ignoring the obvious, and changes to existing things, instead focusing on more obscure/odd things): a Maxim-Tokarev, a DT-29, a Type 89 &amp;quot;Knee Mortar&amp;quot; (either as some sort of kill/score-streak, or just as a way of saying, &amp;quot;to hell with balance&amp;quot;), some Italian equipment (Carcanos (inb4 they add the Tromboncino), Beretta M1934s and 38s, maybe 1918s, FNAB-43s, maybe Armaguerra M39s, Breda M30s, etc.) some Finnish stuff (possibly M39 Mosins, Lahti L35s, Suomi KP-31s, LS-26s, and maybe emplaced L-39s (or, knowing CoD, portable ones that you can run around and quickscope people with)), faction-based flamethrowers (e.g. instead of an M2, the Germans get a Flammenwerfer M35, the Japanese get a Type 100, etc.) plenty of French stuff (MAS 36s and (possibly 7.5mm converted) Berthiers, MAS 38s, MP35s, M1935 pistols (and perhaps some other elements of their veritable handgun salad), Chatellerault 24/29s, possibly Reibel MGs, etc.) a ZH-29, some Volkssturm stuff (VMG 27s, VStG 1-5s, etc.) and whatever other odd things that I can think of that definitely won't make it into the game. Maybe they'll even add one of those open-bolt Breda PG rifles that could fire in 4-round bursts. Well, regardless, I'm curious to see how this game turns out. See ya. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:01, 20 August 2017 (EDT)&lt;br /&gt;
::::::From what I've seen, the flamethrower killstreak is faction-appropriate in-game; the Americans get the M2 while the Germans get the F35. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:12, 20 August 2017 (EDT)&lt;br /&gt;
:::::::Having seen some of the other footage, I also noticed some gameplay with that one machine gun with a single side-mounted drum, which also seems to have standard CoD MG sights (that is, the actual slider is removed, leaving you looking through the empty sight leaf), the pickup icon of the M1941 Johnson, the M1 Carbine (still called the M1A1), some un-IDed AA guns firing in the end screen of the German win in the WAR mode, and some MGs on the Ball Gunner Turret streak (which I think are aircraft M2s, but I'm not sure). And yeah, the Germans do get the Flammenwerfer. Closing thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:38, 20 August 2017 (EDT)&lt;br /&gt;
::::::::I noticed something about the PPSh in the video. It seemed to have the magwell of a PPS-43. Was that possible in real life?  [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 18:44, 20 August 2017 (EDT)&lt;br /&gt;
:::Hahaha my first wish came true, the M30 Drilling is now revealed to be in the game. For some reason, the scoped Lee-Enfield (No.4, I presume) is referred to as &amp;quot;Commonwealth&amp;quot;. There's also the semi-auto &amp;quot;Karabin&amp;quot;, which I'm pretty sure is a Polish Kbsp wz. 1938M (fitted with a scope). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:58, 22 August 2017 (EDT)&lt;br /&gt;
::::For the record, would you mind giving some sources/videos where these new weapons can be seen? I'm pretty curious to see the Karabin. Also, yeah, I don't get the whole &amp;quot;Commonwealth&amp;quot; thing. I mean, it's not that hard to call it the &amp;quot;Lee-Enfield&amp;quot; or something like that, and it might get confusing if you're fighting for the British Commonwealth with a Commonwealth. And as for the Drilling, it seems to be treated as a standard double-barreled shotgun (a la World at War), with the 3rd barrel unused, but this might change (and it'd be really cool if it did; I just envision using whatever button you'd normally use to switch to an M203 or something to instead change your 2-shot shotgun into a 1-shot (and 1-shot-kill) rifle). Well, we can only hope that they do a good job with this game. And on a sidenote, does anybody else find it odd that the No. 69 grenade is treated as a flashbang in-game? I mean, I get that being a CoD game, it kinda needs something of the sort, but still. It's odd. Well, see ya. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:55, 22 August 2017 (EDT) P.S.: I'm pretty sure it'd be an anachronism (I couldn't find a date of design for them online), but I'd almost want to see a Schermuly Training Grenade be the game's flashbang, and instead make the No. 69 a proper impact grenade. Almost.&lt;br /&gt;
:::::I was working on the screencaps as you were typing this ;) I've added them to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:21, 22 August 2017 (EDT)&lt;br /&gt;
Oh dear, the Kbsp wz. 38M is depicted with a detachable mag in-game. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 07:01, 24 August 2017 (EDT)&lt;br /&gt;
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So the Drilling is treated as a double-barrel shotgun.......unless you take &amp;quot;Rifle Bullets&amp;quot; as an attachment, which will then give you the option to load and use that third barrel, turning the weapon into a single-shot rifle that can one-hit from torso up with no damage dropoff, like a sniper rifle. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:56, 31 August 2017 (EDT)&lt;br /&gt;
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== PPSh-41 with PPS-43 magwell ==&lt;br /&gt;
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So I noticed something in footages involving the PPSh-41. It seemed to have the magwell of a PPS-43. Was that possible in real life? Obviously no standard issue PPSh's had that kind of magwell, but would it theoretically be possible to do such to a PPSh? [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 22:23, 22 August 2017 (EDT)&lt;br /&gt;
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Update: I've confirmed it uses a PPS-43 magwell, even with the drum mag variant, which has the drum clip through the magwell. Hopefully this is just due to the fact the game is unfinished, and will be ammended in the end. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 20:22, 25 August 2017 (EDT)&lt;br /&gt;
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==A quick note or two==&lt;br /&gt;
Firstly, the suppressor on the Thompson and the PPSh-41 is apparently the Maxim silencer, while the one on the MP40 and the Type 100 is based on something like [[:File:Luger P08 suppressed.jpg|that of the Luger P08]]. Either way, it's in your dreams that such suppressors would fit on these weapons.&lt;br /&gt;
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Secondly, regarding the M1941 Johnson: the real one has a 20-round magazine, but I've read that &amp;quot;additional five rounds could be loaded into the receiver making the total capacity of the weapon 25 rounds&amp;quot;. I guess that would explain the in-game 25-round capacity (I've got to say, though, the in-game model shows a straight magazine rather than a curved one). Also, as I've stated in the page, it's incorrectly assigned as a rifle rather than an LMG. Now either they confused it with the [[M1941 Johnson rifle]] (lol) or, amusingly, could have been intended to pass for the M1947 Johnson auto carbine (look [http://web.archive.org/web/20160310070701/http://milpas.cc/rifles/ZFiles/Semi-automatic%20Rifles/US/Johnson%20Carbine/Johnson%20Carbine.htm here] and [http://ultimate-world-war-ii.tumblr.com/post/100515794284/the-johnson-auto-carbine-in-addition-to-these here]), which looks pretty much the same as the LMG, but is semi-auto and would be anachronistic as it was designed in 1946 (and out of place anyway since this prototype was very rare).&lt;br /&gt;
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--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:59, 24 August 2017 (EDT)&lt;br /&gt;
:Well, from what I've seen, the Johnson only gets the proper magazine model with Extended Mags, which raises the capacity to 37. It's hardly the most ridiculous of the upgraded magazines, however. Not including the ones already mentioned, the P08 gets a 32-round ''Trommelmagazin 08'' with a 12-round capacity with Extended Mags, while the MP28 gets the same model, but with a 48-round capacity (amusingly enough, it already held 32 rounds), the MG15 starts out with half of its magazine (i.e. one drum instead of 2), which gives it a 50-round capacity, while Extended Mags raises that to 75, and gives it both drums (in defiance of simple logic, as this would imply that one drum holds 50 rounds, and then another one that's exactly the same size holds 25), and the Bren gets the MG15's default half-saddle-drum with Extended Mags, which raises the capacity to 45 rounds. *Sigh*... It's like they're trying to screw with us. Well, anyways, look below, for my response to the question that you actually asked for an answer to. See you in literally less than 2 seconds, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:03, 9 September 2017 (EDT)&lt;br /&gt;
::They made the extended mag attachment give 50% more capacity regardless of how much ammo that mag could actually hold, so this is why we're seeing nonsense like the 20-round trench mag for the Kar98k only holding 7 rounds, for example. As if the mag being depicted as detachable wasn't already enough. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 10:19, 9 September 2017 (EDT)&lt;br /&gt;
::Also, regarding the Mauser, is it really appropriate to list is as a C96? Granted, the presence or absence of a fire selector is an important feature, but due to the detachable box magazine I feel we should actually list is as an M712, just with the selector missing. I mean, it's not like CoD has ever been accurate in terms of fire selectors (bar MW Remastered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 9 September 2017 (EDT)&lt;br /&gt;
:::Well firstly, I initially listed it as that because I had only seen in-game footage, and the only way to see the right side was during the inspection animation, wherein the character held their index finger ''exactly'' over the mag release, so I wasn't sure whether or not it was there, and I assumed it wasn't, given the lack of a fire selector. Now, seeing as it has one of the 2 main identifying features of the M712, thus putting the ID somewhere in-between, I'm not really sure what to call it. Any ideas? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:03, 9 September 2017 (EDT)&lt;br /&gt;
::::Detachable magazine isn't unique to the M712, there were other C96 variants with that (for example the [https://jamesdjulia.com/item/1268-369/ M1917 Trench Carbine], and it looks like Federal Ordnance [http://www.e-sarcoinc.com/c96frameonly.aspx made a detachable magazine C96 frame they called the M713 a while back]). Needs a fire selector to not just be a C96 with a converted mag. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:03, 4 October 2017 (EDT)&lt;br /&gt;
:::::So we keep it as a C96? (in that case, were there conversions that allowed full-auto fire on a C96?) I've got to say (if we list it as such), the in-game model lacks the rectangular milled panel above the pistol grip, similarly to [[:File:Whats up doc.jpg|this early C96 prototype]]. On a side note, that also means we'll have to change the Mauser section on [[Order: 1886, The|The Order: 1886]] page to C96. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:29, 4 October 2017 (EDT)&lt;br /&gt;
::::::Well that prototype doesn't lack it, it's just extended forward right up to the magazine, some of the Astra clones lack it though (eg [http://www.imfdb.org/wiki/File:ASTRA900.jpg Astra 900]). The slab-sided lower is more typical of the [http://www.imfdb.org/wiki/File:Mausermarina.jpg Italian Regia Marina version], though obviously it has the wider magwell of a detachable magazine variant, so we're talking frankengun. Looking at [http://www.imfdb.org/wiki/File:The_OrderC81-1.jpg this image], the one in The Order seems to have the fire selector switch from an [http://www.imfdb.org/wiki/File:ASTRA903.jpg Astra 903] on the concept art. In-game model instead got a mag release that's missing on the concept art, but we don't have a shot of the left side so I can't say if it has an M712 fire selector there. EDIT [https://i.pinimg.com/originals/8d/a2/6a/8da26a8bafbfa2d616593b5e2c01323d.jpg found one], no selector, is a C96. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:41, 4 October 2017 (EDT)&lt;br /&gt;
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==Weapon ideas from Battlefield 1==&lt;br /&gt;
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I get for multiplayer, there needs to be weapon variety and gamers these days are spoiled for choices, but this is a WWII game. I remember back in the day you don't get any extra stuff. I do hope in the single player, they don't put reflex sights on all the rifles you pick up. The past COD games of WWII were as authentic as you can get. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:20, 21 September 2017 (EDT)&lt;br /&gt;
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Methinks you hit the nail on the head with that Battlefield 1 comparison. I feel like a lot of the, uh, artistic licence taken with the guns in this game is because Battlefield 1 wasn't 100% accurate with weapons either. And COD WWII clearly wants to be Battlefield 1. Of course, while Battlefield 1 did take some extensive liberties (I'm fairly sure that no Kolibri pistols were shipped to the front lines), they were subtle and thematically made sense; sure the Huot was never used in WWI, but it doesn't look out of place being there. COD WWII meanwhile is like &amp;quot;Eh, slap that removable magazine on that fixed internal magazine rifle, I'm sure no-one will notice&amp;quot;. Part of me wonders if they'll add the AK in as well. &amp;quot;Well it was developed in 1947, so that's close enough, right?&amp;quot; --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 20:35, 7 October 2017 (EDT)&lt;br /&gt;
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:Well, Activision/Treyarch aren't ''that'' stupid, but I would totally bet that the STG-44 will the the equivalent of the AK-47 - considering they have a &amp;quot;customized&amp;quot; kurtz STG-44 that basically is COD's way of sneaking in their favorite AKSU. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 20:51, 7 October 2017 (EDT)&lt;br /&gt;
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== Please help ID this revolver ==&lt;br /&gt;
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[http://youtu.be/PQHMALPXsoI?t=6833 Here.] Be warned that this video contains spoilers, so watch it at your own risk (I think it's the only part of the game where this weapon is seen). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 3 November 2017 (EDT)&lt;br /&gt;
:I'm not entirely sure (or maybe I just don't want to be), but that may or may not be a Webley Mk. VI with a swing-out cylinder. I mean, I get that that's not the point of the cutscene, but ''come on''. They could've just used the standard M1911A1 or something. In other news, [https://www.youtube.com/watch?v=c_BtE43jfLM this] should be helpful. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:00, 3 November 2017 (EDT)&lt;br /&gt;
::It is an [[Enfield No. 2]], the British Government knock-off of the Webley rather than actually a Webley. I have no idea why they would give it a swing out cylinder though, I assume it was just total ignorance on the part of the animators just assuming that all revolver have a swing out cylinder.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:10, 3 November 2017 (EDT)&lt;br /&gt;
::::I think they should have used the Colt M1917 instead because it was the service revolver of the US Army during WWII. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 13:49, 9 November 2017 (EST)&lt;br /&gt;
:::Anyway, what a mysterious Tommy Gun there? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 17:30, 3 November 2017 (EDT)&lt;br /&gt;
::::Yeah, that Thompson looked odd. It had a drum magazine and a foregrip, with a completely smooth, thin-profile barrel, and a firing sound like a rather anemic popgun. Anyways, back to the revolver, there are a couple more oddities: it fires a total of 7 rounds before reloading (2 in the suspiciously clean, evil-looking, and slow-to-act German tank commander, then 5 before reloading), it doesn't seem to have an animated hammer or cylinder, and it is reloaded by swinging out the cylinder, which causes 1 spent casing to fall out automatically, then reloaded by bringing it off of the screen for a bit. There's also the fact that the Germans are missing like Stormtroopers from, what, 30 feet away? And that's not even getting started on the weapon animation video (which you guys should really check out - some of the stuff, like the SVT-40 reload, has to be seen to be believed), or on some other parts of the scene. Anyways, that's all for now. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:49, 3 November 2017 (EDT)&lt;br /&gt;
:::::Yep, at first when you get rid of that German guy and continue to fire, you shoot more than 6 rounds in total, but when you reload and continue after this, you get the correct capacity (and yeah, why is only ONE round ejected when reloading?). Also wow, MAR is damn fast with uploading his slow-mo videos, though even before it I noticed that the FG 42's charging handle doesn't even move back when you pull it, and that the sawed-off double-barreled shotgun is apparently depicted with an automatic shell ejector. Need I say more? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:16, 3 November 2017 (EDT)&lt;br /&gt;
:::::Well, U94N, I think that the reason that the charging handle doesn't move when you pull it is because that's not the charging handle, that's the ''case deflector''. The actual charging handle is even part of the model and everything, it just isn't actually used. *Sigh*... [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:32, 5 November 2017 (EST)&lt;br /&gt;
::::::I have only watched the video and not played the game at all, but what is wrong with the sawn off shotgun ejecting? Shotguns can have either ejectors or extractors, in fact based on the fact that the ejector/extractor in question is split down the middle I think that this means that it probably has ejectors (comapre [http://www.hallowellco.com/ejectors_and_extractors.htm this] image, the left gun has ejectors and the right just extractors).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:41, 3 November 2017 (EDT)&lt;br /&gt;
:::::::Ah... I saw [[Call of Duty: Modern Warfare 2#Sears Ranger|this]] and thought that such side-by-side shotguns weren't supposed to have this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:17, 3 November 2017 (EDT)&lt;br /&gt;
::::::::Not to mention that all of the shotguns have the correct brass-cased shells, except for the sawn-off shotgun, which ejects enormous plastic-cased ones instead. At some point, when all is said and done, I might just compile a list of everything wrong with the guns in this game, just to see how long it is. EDIT: [https://www.youtube.com/watch?v=6PPXiO8QMw8 Here's another good resource]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:25, 3 November 2017 (EDT)&lt;br /&gt;
:::::::::Btw I should have mentioned this a while ago, but in regards to the FG 42, turns out the charging handle '''is''' actually used. With the underhand technique (which is out of place since I believe it was first used by the Spetsnaz on the AK rifles), the player character releases the handle that is locked back on an empty reload (yeah, it's hard to see unless you check in slow motion; it is in fact depicted as closed bolt, which is only correct when used in semi-auto). Fun fact: on a non-empty reload, the bolt is locked back as well, even though it isn't when you're inspecting the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:13, 3 February 2018 (EST)&lt;br /&gt;
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Aaaaaaand all the bolt-action rifles get a detachable magazine in-game with the extended mag attachment (EDIT: forgot that the real Lee-Enfield does use detachable mags). So does the M1 Garand, but here I got a question, did the conversion allowing the standard M1 to use a 20-round BAR mag exist during WWII? ([[List of weapons used by U.S. Armed Forces#Experimental|This]] states that at least the Springfield T20E2 was in 1945) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:16, 4 November 2017 (EDT)&lt;br /&gt;
:The T20 was tested towards the end of 1944, used detachable BAR magazine and fired semi from a closed bolt and FA from an open bolt. The later ones like the E2 had an improved mag and couldn't feed from BAR mags (although the T20E2 mags could go in a BAR which didn't make all that much sense as the idea was that the T20E2 would replace the BAR as well as the M1) and fired from a closed bolt in FA. There were also differences with the flash hiders and whether or not the rifles can take bayonets and grenade launchers. It is all kind of academic though, as these were purely experimental weapons that were never adopted or deployed so have no real business showing up in this game.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:13, 4 November 2017 (EDT)&lt;br /&gt;
::Makes sense; either way, the M1's depicted extended mag doesn't exactly match the magazine of the BAR nor the T20E2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:31, 5 November 2017 (EST)&lt;br /&gt;
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If they were going to do that stripper clip bullshit, then they might as well have let you reload the Lee-Enfield by swapping out its detachable standard 10-round mag. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 10:45, 4 November 2017 (EDT)&lt;br /&gt;
:As I recall that's already been in a CoD game, I think it was ''Finest Hour''. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:18, 6 November 2017 (EST)&lt;br /&gt;
::Yeah, it's indeed in Finest Hour. Btw I'm still baffled that despite the extended mags of the Lewis gun and the Bren holding correctly 97 rounds and 100 rounds respectively, they have those side drum abominations rather than the appropriate pan magazines (WTF were the SHG dudes smoking when they created that weird mag extension for the Lewis?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:34, 6 November 2017 (EST)&lt;br /&gt;
:::At a guess they probably saw a picture of a Lewis with a brass catcher like [http://www.allworldwars.com/image/097/LewisMachineGun26.jpg this] and completely failed to realise what they were looking at. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:54, 6 November 2017 (EST)&lt;br /&gt;
::::Actually, looking at it, I think that it might just be the most bizarre use of the ''Trommelmagazin 08'' yet. Granted, the proportions are changed, and it's modified to fit onto the Lewis's magazine pivot, but it from what I can tell (which isn't much, as the weapon's first-person animations seem hell-bent on preventing you from getting a good look at it), it seems that the Lewis's 97-round pan mag is a giant TM08. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:54, 5 December 2017 (EST)&lt;br /&gt;
Completely out of left field here, but I think that the Jupiter variant of the M1911 might actually be a Colt M1903, given its appearance. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:58, 4 November 2017 (EDT)&lt;br /&gt;
:Seems a hell of a lot more like a 1911 with the thumb safety removed and a rounded hammer added, but I see how you'd think it's a 1903. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 17:45, 7 November 2017 (EST)&lt;br /&gt;
::I was more talking about the muzzle end, with no barrel bushing and the distinctive holes in the front of the slide beneath the barrel. Then again, the modified 1911 idea is also possible. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:03, 7 November 2017 (EST)&lt;br /&gt;
:::It isn't really anything real, but to me it looks like a M1902 Sporter slide mashed together with a M1911 machine pistol frame.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:22, 7 November 2017 (EST)&lt;br /&gt;
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== Epic weapon variants video ==&lt;br /&gt;
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A quick video showing the epic weapon variants in the game's wacky loot system: https://www.youtube.com/watch?v=xfqGYNEKZ2I&lt;br /&gt;
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Some of the variants almost look like completely different weapons, such as the &amp;quot;Thrive&amp;quot; PPSh-41 variant (lol). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 21:39, 6 November 2017 (EST)&lt;br /&gt;
:Some other stuff to note: The M1 Garand &amp;quot;Rookie&amp;quot; skin gives it a ridiculously short barrel and the pistol grip from a Beretta BM-59 Alpine, albeit without the accompanying collapsible stock; the &amp;quot;Shack Man&amp;quot; SVT-40 makes it look like an AG42B Ljungman with a short barrel and metal heat shield; the aforementioned &amp;quot;Thrive&amp;quot; PPSh has an SVT-40's barrel shroud/heat shield; the &amp;quot;Jupiter&amp;quot; M1911, while reminiscent of an M1911 machine pistol conversion, actually looks more like a Colt M1903 at its core (note the distinctive end of the slide, compared to the 1911's); the &amp;quot;Heimat&amp;quot; C96 has a shortened barrel, but not quite like that of a Bolo, especially considering the standard grips; the &amp;quot;Roundabout&amp;quot; Lee-Enfield somehow has unchanged stats despite basically being turned into an Obrez; I know for a fact that I've seen the &amp;quot;Revised&amp;quot; FG42 or something like it somewhere, but I can't place it; same goes for the &amp;quot;Candy&amp;quot; M3 Grease Gun (I might update this list later); the &amp;quot;Shorty&amp;quot; MG15 has no stock, a shortened barrel, sights that are backwards to their normal arrangement, and part of the barrel shroud from a Maxim LMG08 Zeppelin Gun; the &amp;quot;Jawbreaker&amp;quot; M1941 Johnson &amp;lt;s&amp;gt;gets the 2-tube stock from&amp;lt;/s&amp;gt; becomes an M1944; the &amp;quot;Bite The Dust&amp;quot; M1 Carbine gets the correct M1A1 folding stock, along with an inexplicable long barrel and handguard; the &amp;quot;Zipper&amp;quot; MG42 looks more like an MG34; the &amp;quot;Midnight&amp;quot; wz. 38M looks uncannily like a MAS-44; the &amp;quot;Wunderwaffe&amp;quot; MP40 is a stylized/modified MP41; the &amp;quot;Checked Out&amp;quot; Type 100 gets the barrel shroud from an MP35; the &amp;quot;Ranger&amp;quot; M1903 Springfield turns it into an M1903A4, albeit with a fictional 2-piece C-stock; and lastly but not leastly, the &amp;quot;Enigma&amp;quot; Toggle Action has a forend conspicuously similar to the &amp;quot;Muramasa&amp;quot; from ''RE:Revelations''. Anything else that we should note on the main page? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:35, 6 November 2017 (EST) P.S.: God damn, I need to write less. Seriously, when all is said and done, this is going to come out to, like, 2,000 characters. I need help.&lt;br /&gt;
::Jupiter - [[Colt Model 1902]]. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 11:11, 8 November 2017 (EST)&lt;br /&gt;
:::Good catch Slon, I hadn't noticed the forward cocking serrations. Frankly, it looks like they've turned the M1911 into a near-perfect M1902 Sporter, apart from the slide release, and added a foregrip and stock. What entirely escapes me, however, is ''why''. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:29, 8 November 2017 (EST)&lt;br /&gt;
::::Maybe the modeler was inspired by the pistols that Samuel L. Jackson carried in the recent Kong movie?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:07, 8 November 2017 (EST)&lt;br /&gt;
:::::If we're talking movie guns here, the ones from ''100 Rifles'' or possibly ''Winter's Tale'' (if either, then more likely the latter, considering the engravings) could have served as an influence. Really, though, I don't think we'll ever quite understand the thought process that goes into designing the weapons for CoD games... [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 8 November 2017 (EST)&lt;br /&gt;
Well, shit. It seems that this is going to be far more complicated than we thought. It turns out that there are multiple different variants of each weapon that can change their ID to the same thing (e.g. multiple PPSh variants change it into a PPS, multiple M1 Carbine variants change it into an M1A1, etc.), including a few we've missed, like an M1897 variant that turns it into a Model 1912, an MG15 variant that turns it into an ST61 (basically the same gun, but with a different carry handle and a water-cooled barrel), a Bren variant that apparently turns it into a Type 99, an M1903 variant that supposedly turns it into a Winchester Model 70, and perhaps most confoundingly, an M1911 variant that turns it into, drum roll please, a Steyr M1912. Of course, thesis subject to updates, so we may spend the rest of our lives sorting out all the different ID-changing weapon variants in this game. See ya, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:33, 19 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/WWII/comments/7emwtv/every_variant_for_weapons_ingame/&lt;br /&gt;
Okay, here's a Reddit link showing more of the weapon variants. Expect them to be ridiculous. :D --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 18:09, 23 November 2017 (EST)&lt;br /&gt;
:https://www.reddit.com/r/WWII/comments/7denlk/fun_fact_the_triple_variant_of_the_m30_luftwaffle/ Reddit says that the Triple variant for the M30 Drilling (Heroic, not Epic) turns it into a [https://en.wikipedia.org/wiki/TP-82 TP-82] Soviet space gun. I think some of the other M30 Drilling variants in the gallery looks similar to the TP-82 too.  --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:09, 27 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cut weapons ==&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/WWII/comments/7e5hfs/call_of_duty_wwii_new_weapon_pics_information/&lt;br /&gt;
&lt;br /&gt;
There are some cut weapons from the game such as the Sten and Gewehr 43; shall we include those? --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:55, 20 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:We don't usually do leaks, and I bet this is DLC that'll come out later. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:59, 20 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=tfLiTyLQfmw&lt;br /&gt;
&lt;br /&gt;
The Sten, Gewehr and a new LMG are now confirmed DLC weapons for the Winter Siege update. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:58, 7 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that the LMG is a [[Breda Modello 30]]. In game it seems like that call it the &amp;quot;GPMG&amp;quot; which it absolutely isn't, feeding from a fixed 20 round mag topped up by weird sort of stripper clips.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:21, 7 December 2017 (EST)&lt;br /&gt;
::It was more of an NPMG, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:44, 7 December 2017 (EST)&lt;br /&gt;
:::Lol good one. Given the winter theme, I think a more fitting set of weapons would be the ones used during the Winter War (e.g. old favorites such as the Mosin-Nagant and DP-28, and possibly new stuff like the Finnish KP/-31 or LS-26).  Still, I welcome the Gewehr and Sten into the arsenal (which should have been there in the first place). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 14:45, 7 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question, is there a Variant similar to this weapon? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Kalashnikov SMG.jpg|thumb|none|500px|Experimental Kalashnikov submachine gun from 1942, sometimes rather misleadingly dubbed the &amp;quot;AK42&amp;quot; - 7.62x25mm Tokarev]]--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 17:01, 4 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
:What would the AK42 be a variant of, the PPSh? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:06, 4 December 2017 (EST)&lt;br /&gt;
::This is experimental SMG, one of the first designs by Kalashnikov, chambered in 7.62x25, and it has nothing in common with AK. Please don't call it AK42, this is completely wrong and confusing. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:27, 5 December 2017 (EST)&lt;br /&gt;
:::Sadly that's what most Western sources call it, though I've moved the file and modified the description to be a bit clearer. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:33, 5 December 2017 (EST)&lt;br /&gt;
::::Thanks, I hope that maybe IMFDB would help in promoting more correct name. There is [http://en.museum-mtk.ru/armourers/kalashnikov/weapons/ some data on this gun] on the web site of Kalashnikov Museum (the entry, entitled &amp;quot;1. Submachine gun prototype designed in 1942&amp;quot;). [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:54, 5 December 2017 (EST)&lt;br /&gt;
:And in response to the original question, no, there isn't any variant similar to it, aside from the fact that the nearly indentical PPS-43 style folding stock is used on the &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:44, 5 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
The Type 99 is the &amp;quot;Royalty&amp;quot; Variant of the Bren, and the &amp;quot;Buck Private&amp;quot; variant of the Thompson is the VietCong Thompson (I think)--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:08, 6 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wonders of the campaign ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=EpBVCbjoY1s&lt;br /&gt;
&lt;br /&gt;
I especially like the M1911 emptying itself. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:56, 9 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== SVT-40 S.O.L Variant ==&lt;br /&gt;
&lt;br /&gt;
I think the S.O.L Variant is closely resembles to the SKS, or AS-44--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:15, 10 December 2017 (EST)&lt;br /&gt;
:The front end doesn't match, but the receiver makes me think of an AG42B Ljungman. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:13, 10 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
==Additional Images==&lt;br /&gt;
Moved the &amp;quot;Brandi&amp;quot; variant of the M3 Grease Gun here, because it doesn't really look like a Błyskawica. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 11 December 2017 (EST)&lt;br /&gt;
[[Image:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|]]&lt;br /&gt;
:I think that it looks like a Commando Mark III (which I'd love to hyperlink and/or give a comparison for, except it isn't on this wiki). Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:03, 11 December 2017 (EST)&lt;br /&gt;
::Are you talking about the Volunteer Enterprises gun? If so, that is actually listed in the [[Thompson_Submachine_Gun#Lookalikes|Lookalikes section on the Thompson page]]:[[ File:Volunteer enterprises Commando III.jpg |thumb|400px|none|Volunteer Enterprises Commando Mark III - .45 ACP]] However, I do not really see the resemblance to that particular gun, as if nothing else the Brandi has a tubular rather than square receiver. I could perhaps buy that it is based on a  [[Spitfire Carbine]] (the precursor to the Commando Mark II, the Volunteer Carbine, was a copy of the Spitfire Carbine with a different handguard) , but I can't really tell form the one screenshot on the page currently if this resemblance is more than coincidental.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:21, 11 December 2017 (EST)&lt;br /&gt;
:::Ah, thank you for pointing that out; I knew that I had seen something closer to this than the Commando. Thank you for the image, and for the suggestion. So, how do people here feel about the Spitfire ID? From what I can tell, the barrel is obviously shortened and fitted with some sort of shroud, but the upper is almost perfect, and the lower and stock are just about spot-on. On a sidenote, the &amp;quot;Candy&amp;quot; variant is essentially the same thing, but with a different finish, a different barrel shroud, and no stock. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:19, 11 December 2017 (EST)&lt;br /&gt;
::::I'm not 100% convinced. The shape of the lower appears to be a pretty close match (I'm ignoring the stock as this is from a Thompson anyway), but there are some big differences as well. The barrel is obviously wrong, the design and positioning of the sights is different, the charging handle is on the wrong side, and the position of the safety is farther forward. The Spitfire and Volunteer guns have a distinctive diagonal linkage on the magazine release which this gun seems to have, however it is on the opposite side of the gun so don't really know if it is a pro or con. All that said, I would probably say that it is at least in part based on the Spitfire (most notably with the shape of the lower), however there are a lot of liberties taken with it.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:54, 11 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
==MP28 capacity==&lt;br /&gt;
So, per a recent edit, the real weapon doesn't accept a TM 08 snail drum, but it does have a different 32-round box magazine (a similar of which would be later used for the MP40, from what I've watched on a Forgotten Weapons video), right? And my other question is: did the MP18 and the MP28 have 50-round magazines? I've seen a mention of this on some sources, but I don't know which ones to trust, tbh. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:48, 18 December 2017 (EST)&lt;br /&gt;
:Not 100% but I believe that there were 50 rounders made for the MP28 but there were extremely rare. Much more common would be the 50 rounders for the Lanchester, which would be compatible as it was pretty much a straight rip-off of the MP28.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:18, 19 December 2017 (EST)&lt;br /&gt;
::Thanks. Do Lanchester magazines fit in the MP40 as well? (I'm not sure about that). Also since we're here, what specific models of double-barreled shotguns might have been used in World War II? (I know not in main combat, but still)&lt;br /&gt;
::On another note (something that I could have said long ago), I really want to punch SHG in the face for changing the firing sounds that were '''MUCH''' better in the beta.&lt;br /&gt;
::--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:28, 20 December 2017 (EST)&lt;br /&gt;
:::Magazine interchangeability between the MP28, Lanchester, STEN and MP40 is a bit of a tricky issue. Although they are all based on the same design (MP28) there are differences between them that make them not necessarily interchangeable. A lot of the time, whether a magazine will interchange is more down to the tolerances of the specific gun you are using. I believe that generally speaking, the MP40 will not take the magazines from any of the other guns, due to the fact that the magazine well is noticeably shorter. I know that an MP40 magazine can theoretically go in a STEN (with a bit of wobble as the magazine is too short but it supposedly works), and MP28/Lanchester mags will go in the STEN. However, standard STEN mags will not go in the MP28 due to the fact that the reinforcement on the top of the mag comes farther forward on a STEN mag, however it is possible to modify STEN mags to make them fit. I'm not sure if this also applies to the Lanchester, most sources seem to say that they will take STEN mags but I vaguely remember once reading that the original Lanchesters didn't, and it was the later ones where the design was modified to also take STEN mags. As for double shotguns, I do not think that there was really any military use of them during the war. They were mainly used by Partisan forces so they would just be random civilian models.   --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 04:55, 20 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
==PPSh-41 &amp;quot;Duck Soup&amp;quot;==&lt;br /&gt;
It could have been inspired by something like [http://i14.photobucket.com/albums/a316/Melanteri/Scale%20of%20Issue/Kriminaalipepesha.jpg this]... although the basis is still that of a PPS-43. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:33, 3 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== The comment on the Garand reload ==&lt;br /&gt;
&lt;br /&gt;
While I'll freely say there is some badly done animations in this game, the Garand isn't entirely wrong. The bolt of the Garand can technically get stuck by everything from slightly too tight en-bloc clips to part wear, so you can just slap it forward where it'll pick up and chamber a round. --[[User:PaperCake|PaperCake]] 22:04, 3 January 2018 (EST)&lt;br /&gt;
:I want to add to the discussion. I've seen videos where people manually close the bolt on a M1 Garand, but I doubt that it's because of jamming. [[https://www.youtube.com/watch?v=OiTJOz1XFGA For example in this video.]] However, I lack knowledge on this part of the gun operation, so I can't give a proper explanation. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:52, 6 January 2018 (EST)&lt;br /&gt;
::More often than not, if you were to load a clip into a Garand in a WWII combat scenario my guess is that the bolt wouldn't close without giving it a tap. Garand clips are pretty tight, especially when they have not been used before which would have been the case back then. Also, the gun would not necessarily be totally broken in and smooth or have a lot of oil on it. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:53, 6 January 2018 (EST)&lt;br /&gt;
:::I heard the opposite, that wartime Garands had more powerful springs in them than modern ones (due to the invention of the lawsuit) and would quite happily go OMNOMNOMNOM on loading to a greater extent than modern ones. After all, it didn't get that reputation for nothing. A lot of these vintage Garands you're comparing a ~70 year old spring to a brand new one, too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:14, 6 January 2018 (EST)&lt;br /&gt;
::::I've handled a like-new Garand and it always needed a tap to go into battery. This was with spent/dummy rounds though which might have been the issue. According to the owner, the reason it was sticking was something to do with the fact that something in the magazine needs to broken in, either the follower or the magazine body itself I can't remember (it was probably 10 years ago at this point). This may be total bollocks as I have also heard the opposite, but the only Garand I have ever loaded was as-new and needed the tap. As for the eating fingers thing, this is kind of a separate issue to the reloading one. If you think about it, you can't actually get &amp;quot;Garand Thumb&amp;quot; (at least not a serious case) with a reload as the loaded clip and feeding round are taking up the space where your finger would have to be. When you can get it is lowering the bolt on an empty chamber as you need to push the follower down with your thumb deep in the action when the bolt releases. The other thing to bear in mind is that when you are pushing a full clip in you are pushing downwards with a fair amount of force on the top round which holds it in place in the clip. Regardless, I think the biggest factor of whether the bolt sticks or goes home is probably the condition of the clips, and also how clean and well oiled it is.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 14:20, 6 January 2018 (EST)&lt;br /&gt;
:::::I'd have thought that by the time you're done doing all your marksmanship, manual-of-arms and field-stripping during training, your Garand would probably be as broken in as it was ever going to get.&lt;br /&gt;
:::::[https://youtu.be/r-KVu_jko3s?t=90 That said, I'm not beyond admitting when I'm wrong]. So the correct thing to say here would be that the bolt should ''sometimes'' close on its own, should at least do ''something'' when the clip is inserted since there's nothing that could make it hang up in the fully-rearward position, and having it need a tap every time on every Garand in existence is a little unusual. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:36, 6 January 2018 (EST)&lt;br /&gt;
::::::I think that the norm is that if the bolt doesn't go home then it will strip the first round by something like a quarter inch or so, as I think that initially it pushes the round straight forward and it is only when it starts trying to steer the round towards the chamber than it will get hung up due to the geometry of the mag well. As for worn in guns, the gun you train with will not be the one you fight with. Due to the fact that the army was massively expanding, I imagine that when you were handed a gun as you trotted off to the front line it would have been a brand new from the factory gun. Lastly, that part of that video is a really good example of the way that you were actually trained to load a Garand. Most people will tell you that you were meant to hold the op-rod back with the blade of your hand, but this isn't what was actually taught at the time for loading (possibly it was for dropping the bolt on an empty mag, not sure on that one). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:44, 6 January 2018 (EST)&lt;br /&gt;
:::::::I'd have thought the taskforce for Overlord would have been issued a weapon when they were deployed to England, and keep running drills with that until they were sent into combat. I mean I can see that for later arrivals, but wouldn't they want the D-Day groups at maximum readiness? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:00, 7 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Turner's Enfield  ==&lt;br /&gt;
&lt;br /&gt;
The section of the description about Turner carrying an Enfield revolver seems a bit pedantic IMO. Officers frequently carried non-standard sidearms, especially revolvers and it's shown in the game that your unit operated with the SOE. It seems pretty feasible for an officer, in Europe, who has worked with British special forces, to be carrying a British revolver--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 17:26, 29 January 2018 (EST)&lt;br /&gt;
:I would think carrying an Enfield would be a bit of a diplomatic faux pas since British Tommies might think he'd burgled it from a corpse. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:59, 29 January 2018 (EST)&lt;br /&gt;
::Maybe but I doubt it. It was extremely common in both World Wars but admittedly more so in WW1 for US servicemen to use Webleys that they had modified to fire .45ACP instead of .455 Webley. Plus, while it's a part of war we'd rather forget, both sides were ill equipped for their combat conditions on numerous occasions(Americans at Bastogne, Germans on the Eastern front during the later years) so grave robbing was actually quite common --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 18:13, 29 January 2018 (EST)&lt;br /&gt;
:::Not to mention the question of where exactly he's supposed to get ammo. The U.S. didn't exactly have stocks of .38/200 just laying around. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:15, 29 January 2018 (EST)&lt;br /&gt;
::::Yeah that's the thing, it's possible to rationalise why he ''might'' have this gun, but it doesn't change that they don't explain it and with no explanation it's just kind of weird and inexplicable. You'd think something like that would be a plot point. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:19, 29 January 2018 (EST)&lt;br /&gt;
::::: Pyro, no but in WW2 Europe there were probably plenty of British arms depots. Evil Tim, from a gameplay POV that would be quite mundane. It's a minor, entirely plausible detail that only us anal gun nuts care about. There's also the fact that soviet firearms are pretty common in the market garden levels. Average gamer is probably gonna just think &amp;quot;hmm, I thought that gun was Russian&amp;quot; but anyone else who has a passing knowledge of WW2 firearms can rationalise it. It's not the norm, but it's plausible --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 18:35, 29 January 2018 (EST)&lt;br /&gt;
::::::Yeah, but it also wouldn't be a big deal to give him an M1911. So why give him this odd gun if you're never going to make any particular deal about him having it? It's like that part in ''Ghosts'' where Hesh picks up the MTs255 and is like NOTICE THIS THIS IS A THING and then it's never mentioned again. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:19, 29 January 2018 (EST)&lt;br /&gt;
:::::::The SOE didn't like the Webleys or Enfields for operations in Europe specifically for the reason of the lack of availability of the .38/200 ammo. This is the reason that they use the Inglis Hi-Power in 9x19mm which was a far more common and available round. As for why it is used in this scene, my guess is that it was just a game asset they realised they had made and were not currently using so decided to stick it in here for a bit of meaningless variety.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:32, 30 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Need ID for Nazi's Smoke Grenade ==&lt;br /&gt;
&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|600px|none|Politically correctness gone mad in this game reach even poor innocent grenades]]&lt;br /&gt;
Brang this with the pics that I posted on this page.&lt;br /&gt;
Someone can ID the model of the grenade? And just for couriosity, isn't this supposed to have swastikas?&lt;br /&gt;
PS: Sorry if the pics is localized in Italian/Mangiaspaghetti-speak but the CoD games don't have a option for changing languages. (at least that I know). &lt;br /&gt;
--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:59, 31 January 2018 (EST)&lt;br /&gt;
:The page already IDs it, it's an M18. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:36, 31 January 2018 (EST)&lt;br /&gt;
::As for the markings, they are fictitious so I think they have just given it the Balkenkreuz to make this American model of grenade look stereotypically German, despite the fact that real German grenades were not marked with Swastikas or Balkenkreuz crosses. They have put a bit of effort into the text, as Nb is the correct prefix for German smoke grenades (it is short for nebel meaning &amp;quot;fog&amp;quot;), although the part after this is referring to the fuse which I believe is a fictional designation of fuse. The thing underneath reads &amp;quot;Rauch&amp;quot; which translates to smoke, but I do not believe they called these &amp;quot;smoke&amp;quot; grenades, instead they were &amp;quot;fog&amp;quot; grenades being called &amp;quot;Nebelhandgranate&amp;quot; (fog hand grenade).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:46, 31 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Shoving the Panzerschreck into the ground during the reload animation in third person ==&lt;br /&gt;
&lt;br /&gt;
I wonder, according to the page, if the first-person view ofl reloading the Panzerschreck probably requires shoving it into the ground, what would it look like in third-person? Is the Panzerschreck smaller in third-person? Is the person taller in third-person? Did the Panzerschreck actually get shoved into the ground? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:46, 6 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
They are taller.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:22, 7 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leaked variants ==&lt;br /&gt;
&lt;br /&gt;
I've recently heard from some YouTubers that there are a few variants that are in the game files but currently not accessible in-game. [https://www.youtube.com/watch?v=IvMhkQyJNXA Here's a video of them]. I'm not sure if they will be added to the game proper or not, but I think we can still talk about them on the talk page. Are there any interesting things in the variants we're seeing here? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:56, 9 February 2018 (EST)&lt;br /&gt;
:What this video seems to be showing off are all the Heroic variants, which are the same as the Epic ones, except cleaner-looking. I don't really think that it'll make much of a difference, but the video does at least give us some good looks at the variants. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:40, 9 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Well...==&lt;br /&gt;
&lt;br /&gt;
[[File:CoDWWII-No2-Obstructor.jpg|thumb|none|400px]]&lt;br /&gt;
While the &amp;quot;Enfield No. 2&amp;quot; in campaign is modeled after a true one, the version added in The Resistance event looks nothing like one. Ideas about the ID? (for starters, it has a trigger guard identical to that of the [[Smith &amp;amp; Wesson .44 Double Action]]) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:58, 25 February 2018 (EST)&lt;br /&gt;
:Probably a hybrid of the S&amp;amp;W and the Enfield. The cylinder and frame(might be the wrong term, not great with revolvers) are definitely from the Enfield but that barrel definitely isn't. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:03, 28 February 2018 (EST)&lt;br /&gt;
::[https://www.youtube.com/watch?v=e1_vcHA0T28 Well, it's hardly the most bizarre variant of the Enfield...] [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:55, 28 February 2018 (EST)&lt;br /&gt;
:::It's a Peacemaker, only with a top-break reloading. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 11:43, 2 March 2018 (EST)&lt;br /&gt;
::::I am genuinely starting to wonder if Sledgehammer is doing this on purpose JUST to anger firearm enthusiasts. Seriously, how do you cock up weapons '''this''' hard and '''this''' consistently? --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 14:28, 13 March 2018 (EDT)&lt;br /&gt;
:::::&amp;quot;''On purpose JUST to anger firearm enthusiasts''&amp;quot; - that's what all CoD developers have been doing for years. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:34, 13 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Local MP Gun Question... ==&lt;br /&gt;
&lt;br /&gt;
Well, I downloaded the Shamrock &amp;amp; Awe update. I went to multiplayer to check the new guns, 'cause in the previous update they added guns even in local multiplayer. But ALL the update guns disappeared.&lt;br /&gt;
Why the devs did that? Is completely nonsense! --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:39, 21 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blitzkrieg ==&lt;br /&gt;
&lt;br /&gt;
So, the Blitzkrieg event just dropped, complete with a baseball bat, and an impressive ''5'' new guns. These are: &lt;br /&gt;
* A Japanese Type 5 Garand copy,&lt;br /&gt;
* An M2 Carbine with an actual modeled selector switch (apparently nobody told the people who put it in that that's what the PaPed version of the normal M1 Carbine is called), &lt;br /&gt;
* A Costa Rican contract Breda PG (the open-bolt version with the 4-round burst function), called the &amp;quot;ITRA Burst&amp;quot;, for whatever reason,&lt;br /&gt;
* A Sterling SMG, and&lt;br /&gt;
* An Arisaka Type 38.&lt;br /&gt;
From what I can tell, some of these already have obvious issues (e.g. the M2 Carbine fires ''really'' slowly, the Type 5 feeds from an en-bloc clip like a normal M1, the Breda holds 32 rounds instead of 20, the Sterling holds 30 rounds instead of 34, etc.), and downright ridiculous variants, as expected. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:57, 17 April 2018 (EDT) P.S.: For whatever reason, one of the variants of the baseball bat has a spent artillery shell on the end of it. Home run indeed.&lt;br /&gt;
&lt;br /&gt;
== P38 or P5? ==&lt;br /&gt;
&lt;br /&gt;
Whenever I first saw it, I thought the &amp;quot;SAP&amp;quot; was based on a Walther P5. Given that it a P38 doesn't match perfectly, is it possible it's closer to a P5 Sporting Model?--[[User:H3nry8adger1982|H3nry8adger1982]] ([[User talk:H3nry8adger1982|talk]]) 16:30, 18 April 2018 (EDT)H3nry8adger1982&lt;br /&gt;
:The P5 has no slide-mounted safety and the front end is rather angled, while the ingame slide is pretty flat. I know the TP-82 is a thing in this game, but trying to ID the &amp;quot;SAP&amp;quot; as a P5 seems like a bit of a stretch given that the P5 is from the 70s. Frankly, it's probably just a P38 that was modeled poorly.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:15, 18 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some stuff posted on my wall at Gun Wiki ==&lt;br /&gt;
&lt;br /&gt;
[http://guns.wikia.com/wiki/Thread:19566 Post here]. TL;DR:&lt;br /&gt;
&lt;br /&gt;
*The in-game &amp;quot;Sterling&amp;quot; model is a Patchett Mk.I with what looks like a slightly curved magazine (neither the same as the Sterling L2's magazine nor the same as the Patchett's) and a canted cocking slot, which did exist on Patchett Mk.Is but only the about the last quarter of the production run - only 100 were made in total so there would have only been a few dozen Patchett Mk.Is with canted cocking slots. The barrel of the in-game model seems to be taken from some of the earliest Patchett guns, the Experimental Models from 1943, of which only five were ever made.&lt;br /&gt;
*The OSS-designed suppressor for the M3 Grease Gun was actually screwed on to a specially-designed threaded barrel. The in-game model does not use this barrel so the in-game deptiction is still inaccurate. The in-game suppressor also resembles the version used by the SOE, designed independently by RSAF Enfield. The SOE suppressor was not the same as the OSS one.&lt;br /&gt;
* The &amp;quot;Devil's Piano&amp;quot; variant of the MG-42 in multiplayer is based on the experimental MG-39Rh machine gun.&lt;br /&gt;
* The &amp;quot;Stripe-Happy&amp;quot; variant of the FG-42 is a hybrid between the 1st model FG42 (though the pistol grip is not so angled in game) and the Japanese Type 2 paratrooper rifle.&lt;br /&gt;
* The &amp;quot;Fiore De Morte&amp;quot; variant is a hybrid between the Breda M30 and Breda M37 machine guns.&lt;br /&gt;
*The &amp;quot;Serum&amp;quot; variant of the StG.44 has elements of the MkB.42(W), especially the reciever and pistol grip.&lt;br /&gt;
&lt;br /&gt;
--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:33, 19 April 2018 (EDT)&lt;br /&gt;
:Quick update; some points in this list are kinda wrong-ish. I will be adding only the points I find verifiable. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:18, 17 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== An interesting video. ==&lt;br /&gt;
&lt;br /&gt;
So, if the information in [https://www.youtube.com/watch?v=E0C7GjoeqTU this video I found] is to be believed, then we've got some interesting weapons headed our way. That being said, I'm doubtful that ''all'' of these are making it into the game, not leastly because I have a hard time seeing the devs adding, like, 5 SMGs to the game and not a single shotgun, not to mention the obvious redundancy of adding both a Sten and an Austen, but then again, this ''is'' Sledgehammer we're dealing with, so quite literally anything could happen. What do you guys think? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:36, 23 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
They're basically trying to stuff all those obscure weapons into the game like DICE did in Battlefield 1, although more egregiously into supply drops like the previous DLC weapons. Nevertheless, here's my two cents on each weapon:&lt;br /&gt;
* KG m/21 - Essentially a Swedish version of the BAR with a smaller caliber and pistol grip. It most likely will be added to the LMG category or to the Rifles category like the BAR was, as a slightly weaker copy.&lt;br /&gt;
* ZK-383 - Yet another side-loaded SMG. Maybe it's gonna fit between the Sten/Type 100 and the Waffe 28.&lt;br /&gt;
* Ribeyrolles - I think it's going to be the 1918 automatic carbine rather than the SMG. Performance-wise, it would basically be a weaker counterpart to the Volksturmgewehr.&lt;br /&gt;
* Carcano - Italian rifle. Maybe weaker with a faster bolt, maybe even has iron sights like the Kar98k.&lt;br /&gt;
* PTRS-41 - Likely gonna be similar to its ''World at War'' incarnation; an impractical 20-kilo sniper that acts like the .50 caliber rifles from previous games.&lt;br /&gt;
* Mosin-Nagant - Why this gun wasn't added yet is beyond me. May have iron sights like the Kar98k so we can go Simo Häyhä.&lt;br /&gt;
* Austen - Essentially an Australian copy of the Sten. A redundant weapon choice since we already have the latter; the Owen Gun would be a more interesting suggestion instead.&lt;br /&gt;
* Chatelleraut - French top-loaded LMG. Would probably be faster-firing version of the Bren in-game.&lt;br /&gt;
* EMP44 - German stamped-metal SMG that was rejected by the Heer for being too crude, and they already had the StG44 replacing the MP40 and Kar 98k at that time. Nevertheless, more viable replacements would be the MP35 or the MP 3008.&lt;br /&gt;
* Blyskawica - Polish SMG built for the local resistance. Performance-wise, it's gonna be like the Sten it was based on.&lt;br /&gt;
* Bechowiec-1 - Uber-rare Polish machine pistol (around 11-13 made). Given its lack of a stock and slide like an automatic pistol, it would make more sense to make it a pistol - a rather big machine pistol.&lt;br /&gt;
* De Lisle - Silent carbine based on the Lee-Enfield; it would fit the niche role as a covert sniper, albeit at close-range.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 00:00, 24 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== My wishlist for DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
Basically what the headline says, with an emphasis on making each weapon distinct as opposed to just basing it on the existing weapons.&lt;br /&gt;
* [[Browning Hi-Power]]: High-capacity semi-auto pistol with a 13-round magazine. May have a slower firecap (because of its heavier trigger pull) to compensate for the capacity.&lt;br /&gt;
* [[Sturmpistole]]: Flare gun converted into a grenade launcher. Basically a pocket noob tube.&lt;br /&gt;
* [[Browning Auto-5]]: How'd this not appear in the game? It could be the Allied counterpart to the Toggle Action, but with shell-by-shell reloading and slightly higher damage and range.&lt;br /&gt;
* [[United Defense M42]]: Intended Thompson replacement supplied to resistance groups. Makes use of two 25-round magazines welded together for faster alternate reloads, like the &amp;quot;dual mags&amp;quot; attachment from previous games.&lt;br /&gt;
* A top-loaded SMG like the [[Beretta M1918]] or the [[Owen Gun]].&lt;br /&gt;
* Charlton Automatic Rifle: Converted automatic [[Lee-Enfield]] hailing from New Zealand. Unfortunately most were destroyed in a warehouse fire after the war, but still an impressive weapon nonetheless. May be classified as a automatic rifle or LMG in-game.&lt;br /&gt;
* [[Vickers K machine gun]]: The Allied counterpart to the German aircraft MGs. Based on the gas-operated land model used by the SAS, the Vickers K is essentially a more badass Lewis, with a fire rate comparable to the MG42.&lt;br /&gt;
* [[Holland &amp;amp; Holland Double Rifle]]: For fun rather than realism. Basically has the same damage model of the M30's rifle bullet, but with twice the ammo and very strong recoil. May even have iron sights in lieu of a scope for increased challenge. Variants basically give the rifle lavishly ornate furniture like those custom models.&lt;br /&gt;
* Big Joe 5: a crossbow developed by the OSS for covert assassination missions. It could basically be like the crossbows from previous games, with or without explosive bolts.&lt;br /&gt;
Feel free to make any comments or suggestions. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:29, 24 April 2018 (EDT)&lt;br /&gt;
:Well MJ, I think that those are all some excellent suggestions, of which very few are going to be added, because Sledgehammer. On a completely unrelated note, is it just me or does the M1911A1 in this game seem a bit too thin? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:50, 24 April 2018 (EDT) P.S.: I might give some suggestions later, but right now I don't feel like making any more quadruple-digit edits after the nightmare of dealing with all of those ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|H3VR]]'' screenshots.&lt;br /&gt;
&lt;br /&gt;
How about a Type 14 or 94 as a joke weapon? :P--[[User:H3nry8adger1982|H3nry8adger1982]] ([[User talk:H3nry8adger1982|talk]]) 11:33, 1 May 2018 (EDT)H3nry8adger1982&lt;br /&gt;
:Type 94 as a grenade, please. [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 11:17, 20 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Springfield Air Service magazine can be made detachable? ==&lt;br /&gt;
&lt;br /&gt;
I was looking up images of the Air Service magazine on normal Springfield M1903s and I came across [https://jamesdjulia.com/item/1249-386/ this auction page], which states that the weapon &amp;quot;Comes with 20 shot detachable magazine usually associated with the M1903 Air Service rifle&amp;quot; Is this relevant to the page? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 09:37, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's &amp;quot;detachable&amp;quot; in the same sense of the Lee-Enfield mag where you CAN remove it but you really shouldn't, given the doctrine was to just feed it a ton of stripper clips and move on. --[[User:PaperCake|PaperCake]] 11:30, 3 August 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wrong flavor of Mosin ==&lt;br /&gt;
&lt;br /&gt;
The M91/30 isn't actually an M91/30, given the ladder sight, hex receiver, extra long length and unhooded front sight it's an original M1891 Mosin. The bolt's weird, it doesn't really look like a proper 91/30 PU bolt, it kinda looks like those bubba'd ones you see people make. --[[User:PaperCake|PaperCake]] 11:21, 3 August 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Panzerschreck talllness ==&lt;br /&gt;
&lt;br /&gt;
What if everybody is just, y'know, taller than real life average heights and can reload like that easy? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:57, 30 August 2018 (EDT)&lt;br /&gt;
:...And what if they're not? Why would we only be playing as soldiers of above-average height? It's not Tall of Duty. :P &lt;br /&gt;
:More sensibly, this is an ad-hoc rationalisation. Sure, that could be true, but it could also be they just messed up the scale, or that it was done because a necromancer told Activision that he would summon skeletons to beat them up if the Panzerschreck was the right size. All we ''do'' know is that this isn't what a WW2 soldier of average size would see if he did this with a Panzerschreck. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:08, 30 August 2018 (EDT)&lt;br /&gt;
::Not to mention that when you look at the playable characters in third-person view, it's pretty clear that they don't have Dolph Lundgren's stature. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:04, 30 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Breda PG variant==&lt;br /&gt;
&lt;br /&gt;
Can anyone identify [https://imgur.com/a/bVqSuj7 this variant] of the Breda PG? --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 13:48, 5 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mutant Enfield ==&lt;br /&gt;
&lt;br /&gt;
Ok since there's been an edit war recently, let's settle this here: @Tamarin88 how on earth is the top-break/swing-out thing a relevant argument? Firstly, they couldn't have used the same animation, considering that the reload seen in the campaign happens in a non-standard gameplay instance where the character is forced to use the revolver one-handed while dragging a wounded ally, as opposed to traditional gameplay. And secondly, contrarily to your claim, the accurately modeled Enfield was actually planned for multiplayer (in addition to its presence in the campaign), as shown in the link that I provided. Therefore, the point about the hybrid variant design was fine, and your insistence on removing it over and over is just another case of you randomly removing bits of interesting info, which is an issue that you've already been told about before. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:01, 17 April 2019 (EDT)&lt;br /&gt;
:I originally added that trivia. It was my completely baseless speculation. It was not fine, it's not that interesting, I regretted adding it, so I deleted it in the first place. My writing was poor and overly dramatic, and the trivia is just not worth preserving. Let it stay deleted. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:09, 17 April 2019 (EDT)&lt;br /&gt;
::Eh, about your part, I guess it's the &amp;quot;beyond IMFDB's ability to answer&amp;quot; thing that was probably overdone, nothing more :P I was merely talking about the first sentence. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:15, 17 April 2019 (EDT)&lt;br /&gt;
:The top break/swing-out thing is relevant, as they would have had to re-rig and probably re-model the SP Enfield to make it top-break. The SP Enfield was indeed intended for MP at one point, however the MP revolver can't be a variant of it unless, again, they re-rigged and re-modeled. And even aside from all that, there's no real reason to make the claim anyway - there's nothing indicating that the MP revolver was a variant, nor would it be by any means the first time that CoD has misidentifed weapons or created frankenguns. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:20, 17 April 2019 (EDT)&lt;br /&gt;
::Again, this doesn't mean anything here. It wouldn't be that hard to adjust the model polygons, etc. to make it top-break (nevermind the fact that the swing-out version didn't even have an ejector rod to begin with), plus the &amp;quot;Obstructor&amp;quot; variant actually uses the exact mutant model (while other weapon variants don't use the same model as their base counterparts, bar very few exceptions such as launchers), which supports the fact that the mutant revolver was indeed planned as such. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:41, 17 April 2019 (EDT)&lt;br /&gt;
:::The &amp;quot;Obstructor&amp;quot; variant proves absolutely nothing. All of the DLC weapons that have collection variants available as part of their events have that variant be a reskin with no model changes. The &amp;quot;Enfield&amp;quot; is not a break from tradition in this regard. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:00, 17 April 2019 (EDT)&lt;br /&gt;
::::Eh, seems right about the DLC weapons (unlike the ones from the original release of the game). Ok while I still have my doubts about it, I'll leave it off the page for now, since after all there are other base weapons in-game that have weird hybrid models (not as much awkward as this one, but still). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:28, 17 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== June 4th update ==&lt;br /&gt;
&lt;br /&gt;
New content for a game that's been out for over eighteen months. Bless these people. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:20, 4 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categorization, my LAD, is made up of mistakes... ==&lt;br /&gt;
&lt;br /&gt;
...but, as useful and truth-leading as those mistakes may be, it's best to get them ironed out quickly. So, time for a new semantical debate: where should the LAD actually go? It's here now, and it's been datelined for ''BFV'', so it's probably for the best that we figure something out soon. See, it's designed like an LMG - bipod, belt-feed, etc., but it's chambered for a pistol cartridge, which one would assume would make it an SMG. So... what do we do? It's not the only thing of the sort we might eventually have to deal with, either; there're some custom AR builds with belt-fed 9x19mm uppers and full-auto lowers that could fall into the same category, as could those miniature .22 LR-chambered M1919 Brownings that pop up time to time. I mean, it's a pretty edge-case issue, sure, but I'd still rather get it settled quickly. So, what're everyone's thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:27, 4 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What few sources I can find class it and [https://www.forgottenweapons.com/august-coenders-9x19mm-belt-fed-mg/ similar weapons] as machine guns, for what it's worth. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:08, 4 June 2019 (EDT)&lt;br /&gt;
:: Eh while it arguably shares some characteristics with a 'proper' MG (belt feed is debatable, a bipod less so - You can put a bipod on any shoulder/long gun. Hell you can even put one on a handgun) at the end of the day being chambered for a pistol cartridge makes it an SMG as far as I'm concerned. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:56, 4 June 2019 (EDT)&lt;br /&gt;
:::&amp;lt;S&amp;gt;The designers called LAD a light machine gun, and it was suggested for usage in this category. But technically it has blowback action, and this is, as I think, most essential argument to list it as an SMG.&amp;lt;/S&amp;gt; [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 06:06, 5 June 2019 (EDT)&lt;br /&gt;
:::: The 'suggested use' of the Thompson was as a &amp;quot;trench gun&amp;quot;, yet it isn't called that (indeed most of the time you see that phrase is with shotguns). A lot of contemporary subguns and SBR's are called 'PDWs' by the companies that designed and make them, but we don't use that term. Ultimately what the designers 'intended' or 'what they call it' isn't really relevant. We call it what it is by characteristics. That said, operating system isn't as important since a lot of guns use the same system(s). Now strictly speaking you could call any single-man-operable sustained-fire automatic gun of any caliber a 'light machine gun' and it would be technically true as almost all of the characteristics match - This is where caliber becomes the delineating factor. &amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt; And so, what we call 'light' machine guns are one-man operable automatic weapons still chambered for rifle caliber rounds - generally the small/shortened calibers used by assault rifles, but still. If it's a single-man automatic weapon that fires pistol-caliber rounds it's a submachine gun. This is plainly stated in the 'Machine Gun' category page so I don't get where the supposed confusion or debate is. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:23, 5 June 2019 (EDT)&lt;br /&gt;
:::::OK, I'm sorry to mess in the discussion. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 14:57, 5 June 2019 (EDT)&lt;br /&gt;
:::::Presumably it comes from the fact that everywhere except from IMFDB calls it an LMG, nor is calibre generally considered by other sources as a factor in determining whether something is an LMG or not except when it exceeds certain sizes - not whether it goes under them.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 03:49, 6 June 2019 (EDT)&lt;br /&gt;
:::::: What other sources? Who determines these 'sizes'? And just what 'size' exactly? Not that it matters since you're talking about &amp;quot;everywhere else&amp;quot; and frankly &amp;quot;everywhere else&amp;quot; is free to classify it however they want. '''Here''' we have a clearly stated standard based on a clear delineating trait - and that's pretty much that. I again don't see what the hell else more there is to say unless you're more interested in arguing about something rather beyond the scope of the question of how a gun - not a group or type but just ONE rather-marginal-in-either-classification gun - should be listed on the page. A question that again has a clear answer. I'll only conclude this by saying something I've said too many fucking times before yet I'll say it again - We're '''not''' a gun encyclopedia here, and I for one am not interested in another incessant quarrel that seems be more interested trying to make it one, or at least more of one than it really needs to be. If I sound irritated here, well it's because I am. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:04, 6 June 2019 (EDT)&lt;br /&gt;
:::::: Okay, okay, I'll drop it, though if we do classify it as an SMG we probably shouldn't make it sound like our opinion is the definitive one and imply that SHG is wrong in classifying it as an LMG. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:33, 6 June 2019 (EDT)&lt;br /&gt;
::::::: That's definitely fair enough - You can always note extra details in the writeup. Though I suppose that can work both ways as FCM mentioned below, so.. bah. My thing is to just default to what the site goes by which may not always be absolutely accurate but is usually good enough for our purposes - We're just finding somewhere to put it on a page. We're not looking to be a real authority on it or any other particular gun, really. Indeed shouldn't be. BUT I guess that doesn't have to be the case always absolutely either so again, bah. In any event my bad for getting kinda heavy on my end. Eh, it happens. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:17, 6 June 2019 (EDT)&lt;br /&gt;
::::::::I think both sides have merit, and I would definitely want supporting evidence from both sides in the final writeup. I'd still lump this in with LMGs to avoid grief from casual users. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:15, 7 June 2019 (EDT)&lt;br /&gt;
Isn’t this thing a bit like the Hellreigel from BF1? That would be a good example to go off of, as it’s characterized as an SMG on that page. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:38, 6 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The Hellriegel's more of an SMG than machine gun, albeit it's overgrown to a level surpassing stuff like the Thompson or Suomi. But the LAD is more machine gun than SMG, it's got a bipod, a belt feed, a top cover, a MG42 style stock. The only thing that really makes it an SMG is the caliber and the action. Plus we're throwing a LOT of shit over this so I'd advise we just wrap it up, call it an LMG before we keep this perpetual butthurt train going until the heat death of the universe. --[[User:PaperCake|PaperCake]] 19:07, 6 June 2019 (EST)&lt;br /&gt;
::I think we should lump it with the LMGs and make note of the pistol caliber in the description. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:22, 6 June 2019 (EDT)&lt;br /&gt;
:::I think it has to be categorised as an SMG, &amp;quot;pistol calibre machine gun is an SMG&amp;quot; is one of the most firm rules in defining firearm categories. It's a real edge case, of course. But &amp;quot;Light Machine Gun&amp;quot; in CoD is a category for automatic support weapons and almost always has GPMGs in it anyway. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:00, 7 June 2019 (EDT)&lt;br /&gt;
::::As I mentioned above, I'd give the edge to LMG if only to limit the griping from casual users, with an extensive explanation why in the writeup. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:29, 7 June 2019 (EDT)&lt;br /&gt;
:::::Eh, let's not give in to them filthy casuals, this is an esports pro wiki that plays with mouse and keyboard and doesn't afraid of anything. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:53, 8 June 2019 (EDT)&lt;br /&gt;
::::::Honestly I'm not sure what solution to choose right now (even though I'd lean slightly more towards SMG), but I gotta mention that adding info that could be potentially erroneous just &amp;quot;to avoid grief from casual users&amp;quot; isn't a good idea. Might as well put the Chauchat-Ribeyrolles in the SMG category if that's the case (on that note, I'm wondering if it were officially referred to as a pistolet-mitrailleur in the past or if the latter were just a general term used by some people (including Jean Huon) to describe such weapons - ok that's kinda off-topic, but still). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:31, 8 June 2019 (EDT)&lt;br /&gt;
:::::::We should be consistent with what we did with the Ribeyrolles. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:22, 8 June 2019 (EDT)&lt;br /&gt;
::::::::Well, we categorized the Chauchat-Ribeyrolles in accordance with its caliber, not with what some people call it. So being consistent with it means you're gonna have to categorize the LAD as an SMG :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:02, 8 June 2019 (EDT)&lt;br /&gt;
:::::::::Just name it &amp;quot;intermediate machine gun&amp;quot; then. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 09:32, 8 June 2019 (EDT)&lt;br /&gt;
:::::::::: There's no such thing, and coming up with our own terms only muddies the waters further. That said, I definitely agree with being consistent if nothing else. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 15:06, 8 June 2019 (EDT)&lt;br /&gt;
::::::::Russians consider it a machine gun. So I don't know what else to say. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:29, 8 June 2019 (EDT)&lt;br /&gt;
::::::::: It being a 'machine gun' isn't what's being debated here, it's what type. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 15:06, 8 June 2019 (EDT)&lt;br /&gt;
::::::::::Plus foreign-language classifications aren't really relevant. Germany calls a whole bunch of mortars grenade launchers. Russia calls a bunch of rocket launchers flamethrowers. The Shockcat-Ribbleyrobbly is an automatic carbine (being completely unsuited to any machine gun role and all) and the LAD is an SMG. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:05, 17 June 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_WWII&amp;diff=1277737</id>
		<title>Talk:Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_WWII&amp;diff=1277737"/>
		<updated>2019-06-08T06:53:43Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Categorization, my LAD, is made up of mistakes... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous Weapons=&lt;br /&gt;
&lt;br /&gt;
==Cole Knuckle Knife==&lt;br /&gt;
The Teeth Grinder variant of the trench knife is based on Cole knuckle knifes. Butcher also carries the same model, though depicted without a knuckle.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The Claymore is based on medieval Scottish two-handed claymore swords.&lt;br /&gt;
&lt;br /&gt;
==Gebirgsjäger Pickaxe==&lt;br /&gt;
The Ice Pick is based on WW2 period German Gebirgsjäger pickaxes.&lt;br /&gt;
&lt;br /&gt;
==Mark I Trench Knife==&lt;br /&gt;
The Trench Knife is based on the US Mark I Trench Knife, though the Call of Duty WWII: Field Manual book erroneously states that it is a BC-41 Trench Knife.&lt;br /&gt;
&lt;br /&gt;
==M-1943 Entrenching Tool==&lt;br /&gt;
The US Shovel is based on the M-1943 Entrenching Tool.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Debut Trailer==&lt;br /&gt;
Going to place the shots from the trailer here for now. There was a few more shown but I couldn't screencap them due to how fast they went by. --[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 13:53, 26 April 2017 (EDT)&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|Unknown German Soldier with a Luger]]&lt;br /&gt;
[[File:CoDWWII-Flamethrower.jpg|thumb|none|600px|American Trooper with a Flamethrower]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|M1911 in the shoulder holster]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|German solider firing an MG42]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun.jpg|thumb|none|600px|American Soldier firing a Grease Gun]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Player Character with the M1 Garand]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|Soldier firing a Browning M1919]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Soldier with the Grease Gun]]&lt;br /&gt;
[[File:CoD2017BARtrailer.jpg|thumb|none|600px|A top-view of a BAR lying on the ground, in the hands of the soldier trying to get up.]]&lt;br /&gt;
[[File:CoD2017Gewehrish.jpg|thumb|none|600px|A German soldier dying while waving his semi-automatic rifle around.]]&lt;br /&gt;
&lt;br /&gt;
:So it looks like Call of Duty 2: Big Red One is getting a remaster eh? Actually, this looks awesome. There's also the M1918A2 BAR and Gewehr 43.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:27, 26 April 2017 (EDT)&lt;br /&gt;
::I don't recall seeing the BAR in the trailer, but I did see the Gewehr 43 (Just couldn't get a shot of it).--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:29, 26 April 2017 (EDT)&lt;br /&gt;
:::Actually, I watched the Wehrmacht soldier getting shot again at .25 speed and the rifle he's carrying actually has some non-G43 characteristics- namely, it has some sort of muzzle device (and gas tube) that looks similar to the SVT-40 muzzle brake or gas trap endcap on the G41(W), although it looks rather small to be the latter. I think it may actually be a SVT-40 too, as it doesn't look like it has the upward-facing charging handle of the G41/G43 as the German spins the rifle around as he drops it. The magazine also looks pretty long and curved, like the SVT's. Of course it's weird for an SVT to be seen on the Western front, but it may mean that there might just be a Russian campaign too (or at least Russian guns in the multiplayer, most likely).--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:17, 26 April 2017 (EDT)&lt;br /&gt;
::::Just to note, I've updated the images above to high-res screencaps, and renamed most of them appropriately to match other CoD images (should be separated by hyphens and the like). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:40, 27 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Trailer ==&lt;br /&gt;
&lt;br /&gt;
Well boys, its out! https://www.youtube.com/watch?v=MURrgYG--L8&lt;br /&gt;
&lt;br /&gt;
The guns I was able to Identify goes as follows: MG-42, M1 Garand, (With and without bayonet) Possible MG-34, M3 Grease Gun (with detachable OSS suppressor) M2 Flamethrower, STG 44, M1 Carbine, Lewis Gun (Possible) M1897 Trenchgun (Is chamberloaded with a dragon's breath round) MP40, Karabiner 98K, Springfield M1903A1 with a 7.8x Unerti scope, an Aircraft Lewis gun is seen in the hands of a British soldier in the tank sequence, (?!) The tank gunner mans a Browning M1919A4, and last, but not least, A U.S. soldier draws akimbo M1911A1s in the last shot of the trailer. --[[User:50AEDeagle|50AEDeagle]] ([[User talk:50AEDeagle|talk]]) 12:32, 13 June 2017 (EDT)&lt;br /&gt;
:I'm glad to see gore will be a thing again, something lacking from  Battlefield 1.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:48, 13 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
More gameplay! https://www.youtube.com/watch?v=2TG9UHHZT1k&lt;br /&gt;
&lt;br /&gt;
That drum-fed Machinegun is confirmed as the MG15, a bipod can be used when a player is prone. (Possibly on a ledge too?) The Thompson M1928 is confirmed, (Also able to attach a suppressor) BAR is confirmed, Panzerschreck is confirmed, and everybody's favorite Mauser M712 Schnellfeuer is confirmed as a usable sidearm. --[[User:50AEDeagle|50AEDeagle]] ([[User talk:50AEDeagle|talk]])&lt;br /&gt;
:For the record, were Dragon's Breath rounds even a thing in WW2? Also, it's called an M1928, but it seems to actually be an M1A1. Furthermore, for some reason, the (impossible) drum magazine holds only 45 rounds, instead of 50. There is also the ability to place mounted MG42s, which, for some reason, hold an infinite amount of rounds in the 50-round belt drum, and cause inconsistent levels of screen shake. Also, isn't the MG15 supposed to fire faster than that (and, for that matter, supposed to be a vehicle-only weapon, lacking even a stock)? The MG on the tank seems to be an M1919 with infinite ammo and an exceptionally slow fire rate. S-Mines are confirmed, referred to as &amp;quot;Bouncing Betties.  Still, it is only an early alpha, so here's hoping that they fix some of these issues prior to the game's release. See ya, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:12, 13 June 2017 (EDT)&lt;br /&gt;
::Pretty sure this 45-round capacity is due to the extended mag's arbitrary 50% increase from the base 30-round magazine. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:28, 14 June 2017 (EDT)&lt;br /&gt;
:I think that's a Nydar reflex sight mounted on the BAR. It'll be kinda dumb if they shoehorn rail attachments into everything.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::I don't think adherence to historical reality is something that's an ironclad rule in the AAA videogame industry, otherwise they wouldn't have every other soldier be a female.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 20:47, 13 June 2017 (EDT)&lt;br /&gt;
:Multiplayer gameplay shows that the Winchester 1897 trench gun is somehow able to hold 9+1 rounds. Also, equipping the Kar98k with the &amp;quot;extended mags&amp;quot; option gives it what appears to be a 20-round detachable trench mag, yet only increases the capacity to 7 rounds. --[[User:SpectralNova|SpectralNova]] ([[User talk:SpectralNova|talk]]) 08:34, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== So what number is this? ==&lt;br /&gt;
Is it the 578,978,671st or 578,978,672nd WWII FPS? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:19, 14 June 2017 (EDT)&lt;br /&gt;
:It's the googolplexth one, mate. On a more serious note, there's a magazine-fed shotgun in the selection menu, referred &amp;quot;Toggle Action&amp;quot;; what weapon is it, exactly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 14 June 2017 (EDT)&lt;br /&gt;
::Where, pray tell, is this weapon list? I've found a few toggle-locked shotguns (one of which, designed by Walther, actually made it into production), but they're all tube-fed. I would like to get a look at this thing, whatever it is. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:17, 14 June 2017 (EDT)&lt;br /&gt;
:::[http://www.youtube.com/watch?v=mkMaSaRbTLM Here] at 0:21. The magazine seems too small for shotgun shells, so I don't know what they slapped here, maybe a rifle erroneously assigned as a shotgun due to early testing or something? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:08, 14 June 2017 (EDT)&lt;br /&gt;
::::I just googled &amp;quot;toggle action shotgun&amp;quot; and [http://forums.gunboards.com/showthread.php?262846-The-Walther-automatic-shotgun this] came up, I think it is the Walther design that Pyro mentioned, that actually dates back to the end of WWI. I assume the magazine is just something Sledgehammer shoved in there, the receiver design is identical.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:28, 14 June 2017 (EDT)&lt;br /&gt;
:::::Having a look at the weapon design, the magazine seems to be lifted off of another obscure Walther design, the [https://www.forgottenweapons.com/ria-walther-a115-prototype-rifle/ A115]. Maybe they're just being dumb, or maybe they're trying to make some sort of secretive Zombies joke/reference. Who honestly knows. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:49, 14 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP44k ==&lt;br /&gt;
&lt;br /&gt;
So in the trailer, many of us have noticed the shortened version of the MP44. This actually does exist in real life, but no one knows whether it was a rejected last ditch weapon, or a home made weapon. Forgotten Weapons has featured this, but with little information. &lt;br /&gt;
https://www.forgottenweapons.com/guns-that-should-have-been/&lt;br /&gt;
I remember reading on another forum how it's actually an MKB42h that has been shortened down. &lt;br /&gt;
The truly ironic thing here is the vague resemblance to the MP5, since the MP5 and STG44 are related. The MP5 coming from the G3, which in turn came from the CETME rifle which was modified from the Mauser STG 45 last ditch assault rifle. &lt;br /&gt;
If anyone has more information though, please share. That'd be lovely. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 16:30, 15 June 2017 (EDT)&lt;br /&gt;
:There was no shortened version of the MP44 actually made during the war as far as I know. The one you linked to above is a modern built custom gun, as stated in the description on the page. There are also some images of an MP44 with a full length barrel with an MP40 stock, however I believe these are photoshops. On obvious reason that these didn't exist is that the MP44 has a long recoil spring that goes all the way into the stock. The custom gun you linked to gets around this by having a new spring inside the gas piston tube above the barrel. The reason that the German's went with the long spring was that they couldn;t make a short spring work due to poor quality steel, and this only got worse towards the end of the war so can't imagine any last ditch weapons would be able to be built like this. The last ditch equivalent to the MP44 was sort of the Gustloff VG1-5.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:23, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, so I'm guessing Sledgehammer saw the page and was like &amp;quot;Maybe we could include this in the game.&amp;quot; Even though they also claim historical accuracy. But we all know when it comes to WW2 games, Historical Accuracy is just a marketing word. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 18:35, 15 June 2017 (EDT)&lt;br /&gt;
::Sledgehammer's logic: It looks like something from WWII, so it probably is. Let's put it in the game--But only if it looks cool. And it also has to make cool &amp;quot;bang bang&amp;quot; noises when you pull the trigger. It's even better if it has a name that sounds old. --[[User:SpectralNova|SpectralNova]] ([[User talk:SpectralNova|talk]]) 19:04, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
On another note, I saw shortened MP-44s in many old Soviet films. Do not ask how, but it somehow worked. -[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 16 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN weapons walkthrough ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=wFLSECMf8pk&lt;br /&gt;
&lt;br /&gt;
For MP Allied &amp;amp; German sides. Doesn't show Russian or mounted.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
:A couple of things to note here: the Winchester's extended magazine raises the capacity to 10 rounds (not 9+1 as previously stated, because even though the future is now, you still load all of the shells, then work the action on an empty reload), the Walther shotgun's magazine is actually a drum, and the reload animation has the player character lock back the bolt, replace the drum, then press on the back of the drum as if it were a bolt release to drop it, the M1911's extended magazine is hilariously long, I'm not sure if M712 mags drop free, the BAR is treated as closed-bolt (is anybody really surprised), the Thompson is never cocked, but Thompsons don't lock open on drums (and that's ignoring how drums don't even go in M1A1s), and that's pretty much the long and short of it. Did anybody notice anything else that they'd like to mention here? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:38, 16 June 2017 (EDT)&lt;br /&gt;
:The magical Springfield M1903 that have scopes and allow feeding with stripper clips. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:55, 16 June 2017 (EDT)&lt;br /&gt;
:::The K 98K uses detachable magazines instead of stripper clips.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 15:54, 16 June 2017 (EDT)&lt;br /&gt;
::::I think that's just because it has an &amp;quot;extended magazine&amp;quot; attachment.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:44, 16 June 2017 (EDT) &lt;br /&gt;
::Snakes have started manifesting in my house after watching that video, oh my god. We have iron sights being sacrificed to the great god Nydar, drum mags that barely extend the magazine, soldiers that can somehow control stockless machine guns firing at 1000 RPM, the mystery Walther shotgun and more. I am really expecting this game to bomb now, because this is a new level of bad. --[[User:PaperCake|PaperCake]] 13:24, 16 June 2017 (EST)&lt;br /&gt;
:Say what you will about ''Infinite Warfare'', but you can have all the crazy-ass weapons you want in the distant future. A red-dot on a BAR? The extended mag K98k? Lewis guns? WTF? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:55, 16 June 2017 (EDT)&lt;br /&gt;
::After numerous updates we will get a Kolibri with drum magazine and a time-traveling man-portable M61 Vulcan with six detachable suppressors from supply drops. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:15, 16 June 2017 (EDT)&lt;br /&gt;
:::The combination of an Aircraft Lewis Gun with a stock is not as incorrect for WW2 as you might initially think. A large number of Aircraft guns fitted with stocks were issued to the Home Guard as AA weapons, and Aircraft guns were also still quite widely used in the desert. The reason for the shift over to Aircraft guns rather than the shrouded Ground guns was due to the fact that by WW2 they has decided that the shroud did not actually make any real impact on the performance of the gun and that it could function fine without it. I am still sceptical that you would ever see them in post D-Day Europe though, but I assume the reason they made the odd lewis choice is that it is one of the few single crew portable Allied MGs that has a capacity significantly greater than the BAR. I would almost be happier if they just used a Bren with those rare (but still real, just not in the ground role) 100 round drum mags.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:37, 2 July 2017 (EDT)&lt;br /&gt;
I have a burning desire to use that &amp;quot;Aliens&amp;quot; History Channel meme image right now. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:16, 16 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PPS-43? ==&lt;br /&gt;
We sure this is a PPS-43? Looks more like a PPSh-41 due to how the one hand is angled. Granted it is a far away shot but it does look more like the PPSh-41 then what's listed on the page.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 12:20, 26 July 2017 (EDT)&lt;br /&gt;
[[File:Codwwii_pps.jpg|thumb|none|500px|Look at the left hand and how it's angled. Pretty sure you don't hold the PPS-43 like that]]&lt;br /&gt;
:I'm tempted to agree with you here, Sean. Not only does the character hold the thing correctly for a PPSh (with no sign of clipping that would arise from using PPSh animations for a PPS), but I think that I can just ''barely'' make out a bit of wood above the user's right hand, which would give it away as a PPSh. Also, on a sidenote, any idea what the guy to his right is holding? Given the proportions of what seems to be a pan magazine on top of it, I'm tempted to say it's a DP-28, but the rest of the gun is giving me second thoughts. Any ideas?&lt;br /&gt;
::I think that is the DP-28 after comparing that to an actual DP-28.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:30, 26 July 2017 (EDT)&lt;br /&gt;
:::My guess would be that it is that weird hybrid Lewis Gun. From the screenshots in the Lewis section I can't tell if it has a bipod like this gun, but if you look at the 2nd image in the &amp;quot;Unknown LMG&amp;quot; section that gun is actually Lewis and you can see that it has the bipod as well. For some reason this gun appears to be a mirror image though, showing the right side of the receiver on the left side. On the topic of this section, I think that the picture looking down the sights is of an MG15 feeding from a single drum, which just leaves that weird MG that has that snail drum or whatever that is. There was a brass catcher for the Lewis that looked a tiny bit like this &amp;quot;drum&amp;quot;, but the rest of the gun looks off so I doubt it is that.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:06, 26 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M712 ==&lt;br /&gt;
&lt;br /&gt;
Looking at the model, the gun in-game isn't an M712. It clearly lacks the fire selector. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:52, 2 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP28, PPSh, and Type 100. ==&lt;br /&gt;
&lt;br /&gt;
Pardon me for asking, Ultimate94ninja, but where exactly are you getting this information about these SMGs being in the game? Also, since we're here, let's start a weapon wish-list for this game. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:41, 19 August 2017 (EDT)&lt;br /&gt;
:There were some recent gameplay videos that showed the Type 100. It seems a little late for a weapon wishlist, don'tya think?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:32, 19 August 2017 (EDT)&lt;br /&gt;
::There's been a recent GameInformer video confirming these three weapons. We didn't see actual gameplay of the MP28 (provided that it is actually one), but its pickup icon was shown, and it was referred to as &amp;quot;Waffe 28&amp;quot;, for some reason (maybe due to copyright naming or something). As for a wishlist, well, some new CoD weapons are still popping up in gameplay videos of the game (not to mention the likeliness of additional DLC weapons - probably not form supply drops seeing as SHG confirmed these will only contain cosmetic content... for now), so why not? Let's see: the German pilots' Luftwaffe Drilling would be a pretty fun idea. The MG13 would have made more sense than the MG15 (was the latter even usable as an infantry weapon? Pretty sure it was only for aircraft and the like). I'd also like to see the M1917 revolver, Browning Auto-5 and AVS-36. The Fedorov Avtomat was used less than during WWI, and the M2 Carbine didn't see much use before the end of WWII, but... *coughs at BF1*. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:36, 20 August 2017 (EDT)&lt;br /&gt;
:::It's not even known exactly, used whether Födorov in WW2 actually. But there is information that the [[Tokarev M1927]] was in limited use at the early stage of the war. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:14, 20 August 2017 (EDT)&lt;br /&gt;
::::Would be funny to see the Spasov M1944 Trigun btw. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:32, 20 August 2017 (EDT)&lt;br /&gt;
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[[File:SpasovM1944Trigun.jpg|thumb|none|500px|Spasov M1944 Trigun - 9x19mm Parabellum]]&lt;br /&gt;
[[User:Prcsnv|Prcsnv]] ([[User talk:Prcsnv|talk]]) 20:17, 20 March 2019 (EDT)&lt;br /&gt;
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:::::Well, for starters, it'd make sense for them to have an MP28, considering its presence in IW as the &amp;quot;Trencher&amp;quot;. Regarding the MG15, it seems to have a stock attached, and I've seen images of ones set up like this (with a stock and bipod), but I can't imagine 75 rounds of 7.92 at 1,000 RPM to be the most practical thing. Given the other MGs included in the early build, it seems like they were trying to stay away from belt-fed guns, possibly because they haven't gotten that code worked out yet. And, as for the concept of a weapon wish-list, the game's still a fair few months away from release, so maybe they'll take some feedback and do things better at the actual launch. Not likely, but maybe. Now, the wish-list (ignoring the obvious, and changes to existing things, instead focusing on more obscure/odd things): a Maxim-Tokarev, a DT-29, a Type 89 &amp;quot;Knee Mortar&amp;quot; (either as some sort of kill/score-streak, or just as a way of saying, &amp;quot;to hell with balance&amp;quot;), some Italian equipment (Carcanos (inb4 they add the Tromboncino), Beretta M1934s and 38s, maybe 1918s, FNAB-43s, maybe Armaguerra M39s, Breda M30s, etc.) some Finnish stuff (possibly M39 Mosins, Lahti L35s, Suomi KP-31s, LS-26s, and maybe emplaced L-39s (or, knowing CoD, portable ones that you can run around and quickscope people with)), faction-based flamethrowers (e.g. instead of an M2, the Germans get a Flammenwerfer M35, the Japanese get a Type 100, etc.) plenty of French stuff (MAS 36s and (possibly 7.5mm converted) Berthiers, MAS 38s, MP35s, M1935 pistols (and perhaps some other elements of their veritable handgun salad), Chatellerault 24/29s, possibly Reibel MGs, etc.) a ZH-29, some Volkssturm stuff (VMG 27s, VStG 1-5s, etc.) and whatever other odd things that I can think of that definitely won't make it into the game. Maybe they'll even add one of those open-bolt Breda PG rifles that could fire in 4-round bursts. Well, regardless, I'm curious to see how this game turns out. See ya. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:01, 20 August 2017 (EDT)&lt;br /&gt;
::::::From what I've seen, the flamethrower killstreak is faction-appropriate in-game; the Americans get the M2 while the Germans get the F35. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:12, 20 August 2017 (EDT)&lt;br /&gt;
:::::::Having seen some of the other footage, I also noticed some gameplay with that one machine gun with a single side-mounted drum, which also seems to have standard CoD MG sights (that is, the actual slider is removed, leaving you looking through the empty sight leaf), the pickup icon of the M1941 Johnson, the M1 Carbine (still called the M1A1), some un-IDed AA guns firing in the end screen of the German win in the WAR mode, and some MGs on the Ball Gunner Turret streak (which I think are aircraft M2s, but I'm not sure). And yeah, the Germans do get the Flammenwerfer. Closing thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:38, 20 August 2017 (EDT)&lt;br /&gt;
::::::::I noticed something about the PPSh in the video. It seemed to have the magwell of a PPS-43. Was that possible in real life?  [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 18:44, 20 August 2017 (EDT)&lt;br /&gt;
:::Hahaha my first wish came true, the M30 Drilling is now revealed to be in the game. For some reason, the scoped Lee-Enfield (No.4, I presume) is referred to as &amp;quot;Commonwealth&amp;quot;. There's also the semi-auto &amp;quot;Karabin&amp;quot;, which I'm pretty sure is a Polish Kbsp wz. 1938M (fitted with a scope). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:58, 22 August 2017 (EDT)&lt;br /&gt;
::::For the record, would you mind giving some sources/videos where these new weapons can be seen? I'm pretty curious to see the Karabin. Also, yeah, I don't get the whole &amp;quot;Commonwealth&amp;quot; thing. I mean, it's not that hard to call it the &amp;quot;Lee-Enfield&amp;quot; or something like that, and it might get confusing if you're fighting for the British Commonwealth with a Commonwealth. And as for the Drilling, it seems to be treated as a standard double-barreled shotgun (a la World at War), with the 3rd barrel unused, but this might change (and it'd be really cool if it did; I just envision using whatever button you'd normally use to switch to an M203 or something to instead change your 2-shot shotgun into a 1-shot (and 1-shot-kill) rifle). Well, we can only hope that they do a good job with this game. And on a sidenote, does anybody else find it odd that the No. 69 grenade is treated as a flashbang in-game? I mean, I get that being a CoD game, it kinda needs something of the sort, but still. It's odd. Well, see ya. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:55, 22 August 2017 (EDT) P.S.: I'm pretty sure it'd be an anachronism (I couldn't find a date of design for them online), but I'd almost want to see a Schermuly Training Grenade be the game's flashbang, and instead make the No. 69 a proper impact grenade. Almost.&lt;br /&gt;
:::::I was working on the screencaps as you were typing this ;) I've added them to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:21, 22 August 2017 (EDT)&lt;br /&gt;
Oh dear, the Kbsp wz. 38M is depicted with a detachable mag in-game. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 07:01, 24 August 2017 (EDT)&lt;br /&gt;
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So the Drilling is treated as a double-barrel shotgun.......unless you take &amp;quot;Rifle Bullets&amp;quot; as an attachment, which will then give you the option to load and use that third barrel, turning the weapon into a single-shot rifle that can one-hit from torso up with no damage dropoff, like a sniper rifle. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:56, 31 August 2017 (EDT)&lt;br /&gt;
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== PPSh-41 with PPS-43 magwell ==&lt;br /&gt;
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So I noticed something in footages involving the PPSh-41. It seemed to have the magwell of a PPS-43. Was that possible in real life? Obviously no standard issue PPSh's had that kind of magwell, but would it theoretically be possible to do such to a PPSh? [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 22:23, 22 August 2017 (EDT)&lt;br /&gt;
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Update: I've confirmed it uses a PPS-43 magwell, even with the drum mag variant, which has the drum clip through the magwell. Hopefully this is just due to the fact the game is unfinished, and will be ammended in the end. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 20:22, 25 August 2017 (EDT)&lt;br /&gt;
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==A quick note or two==&lt;br /&gt;
Firstly, the suppressor on the Thompson and the PPSh-41 is apparently the Maxim silencer, while the one on the MP40 and the Type 100 is based on something like [[:File:Luger P08 suppressed.jpg|that of the Luger P08]]. Either way, it's in your dreams that such suppressors would fit on these weapons.&lt;br /&gt;
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Secondly, regarding the M1941 Johnson: the real one has a 20-round magazine, but I've read that &amp;quot;additional five rounds could be loaded into the receiver making the total capacity of the weapon 25 rounds&amp;quot;. I guess that would explain the in-game 25-round capacity (I've got to say, though, the in-game model shows a straight magazine rather than a curved one). Also, as I've stated in the page, it's incorrectly assigned as a rifle rather than an LMG. Now either they confused it with the [[M1941 Johnson rifle]] (lol) or, amusingly, could have been intended to pass for the M1947 Johnson auto carbine (look [http://web.archive.org/web/20160310070701/http://milpas.cc/rifles/ZFiles/Semi-automatic%20Rifles/US/Johnson%20Carbine/Johnson%20Carbine.htm here] and [http://ultimate-world-war-ii.tumblr.com/post/100515794284/the-johnson-auto-carbine-in-addition-to-these here]), which looks pretty much the same as the LMG, but is semi-auto and would be anachronistic as it was designed in 1946 (and out of place anyway since this prototype was very rare).&lt;br /&gt;
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--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:59, 24 August 2017 (EDT)&lt;br /&gt;
:Well, from what I've seen, the Johnson only gets the proper magazine model with Extended Mags, which raises the capacity to 37. It's hardly the most ridiculous of the upgraded magazines, however. Not including the ones already mentioned, the P08 gets a 32-round ''Trommelmagazin 08'' with a 12-round capacity with Extended Mags, while the MP28 gets the same model, but with a 48-round capacity (amusingly enough, it already held 32 rounds), the MG15 starts out with half of its magazine (i.e. one drum instead of 2), which gives it a 50-round capacity, while Extended Mags raises that to 75, and gives it both drums (in defiance of simple logic, as this would imply that one drum holds 50 rounds, and then another one that's exactly the same size holds 25), and the Bren gets the MG15's default half-saddle-drum with Extended Mags, which raises the capacity to 45 rounds. *Sigh*... It's like they're trying to screw with us. Well, anyways, look below, for my response to the question that you actually asked for an answer to. See you in literally less than 2 seconds, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:03, 9 September 2017 (EDT)&lt;br /&gt;
::They made the extended mag attachment give 50% more capacity regardless of how much ammo that mag could actually hold, so this is why we're seeing nonsense like the 20-round trench mag for the Kar98k only holding 7 rounds, for example. As if the mag being depicted as detachable wasn't already enough. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 10:19, 9 September 2017 (EDT)&lt;br /&gt;
::Also, regarding the Mauser, is it really appropriate to list is as a C96? Granted, the presence or absence of a fire selector is an important feature, but due to the detachable box magazine I feel we should actually list is as an M712, just with the selector missing. I mean, it's not like CoD has ever been accurate in terms of fire selectors (bar MW Remastered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 9 September 2017 (EDT)&lt;br /&gt;
:::Well firstly, I initially listed it as that because I had only seen in-game footage, and the only way to see the right side was during the inspection animation, wherein the character held their index finger ''exactly'' over the mag release, so I wasn't sure whether or not it was there, and I assumed it wasn't, given the lack of a fire selector. Now, seeing as it has one of the 2 main identifying features of the M712, thus putting the ID somewhere in-between, I'm not really sure what to call it. Any ideas? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:03, 9 September 2017 (EDT)&lt;br /&gt;
::::Detachable magazine isn't unique to the M712, there were other C96 variants with that (for example the [https://jamesdjulia.com/item/1268-369/ M1917 Trench Carbine], and it looks like Federal Ordnance [http://www.e-sarcoinc.com/c96frameonly.aspx made a detachable magazine C96 frame they called the M713 a while back]). Needs a fire selector to not just be a C96 with a converted mag. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:03, 4 October 2017 (EDT)&lt;br /&gt;
:::::So we keep it as a C96? (in that case, were there conversions that allowed full-auto fire on a C96?) I've got to say (if we list it as such), the in-game model lacks the rectangular milled panel above the pistol grip, similarly to [[:File:Whats up doc.jpg|this early C96 prototype]]. On a side note, that also means we'll have to change the Mauser section on [[Order: 1886, The|The Order: 1886]] page to C96. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:29, 4 October 2017 (EDT)&lt;br /&gt;
::::::Well that prototype doesn't lack it, it's just extended forward right up to the magazine, some of the Astra clones lack it though (eg [http://www.imfdb.org/wiki/File:ASTRA900.jpg Astra 900]). The slab-sided lower is more typical of the [http://www.imfdb.org/wiki/File:Mausermarina.jpg Italian Regia Marina version], though obviously it has the wider magwell of a detachable magazine variant, so we're talking frankengun. Looking at [http://www.imfdb.org/wiki/File:The_OrderC81-1.jpg this image], the one in The Order seems to have the fire selector switch from an [http://www.imfdb.org/wiki/File:ASTRA903.jpg Astra 903] on the concept art. In-game model instead got a mag release that's missing on the concept art, but we don't have a shot of the left side so I can't say if it has an M712 fire selector there. EDIT [https://i.pinimg.com/originals/8d/a2/6a/8da26a8bafbfa2d616593b5e2c01323d.jpg found one], no selector, is a C96. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:41, 4 October 2017 (EDT)&lt;br /&gt;
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==Weapon ideas from Battlefield 1==&lt;br /&gt;
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I get for multiplayer, there needs to be weapon variety and gamers these days are spoiled for choices, but this is a WWII game. I remember back in the day you don't get any extra stuff. I do hope in the single player, they don't put reflex sights on all the rifles you pick up. The past COD games of WWII were as authentic as you can get. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:20, 21 September 2017 (EDT)&lt;br /&gt;
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Methinks you hit the nail on the head with that Battlefield 1 comparison. I feel like a lot of the, uh, artistic licence taken with the guns in this game is because Battlefield 1 wasn't 100% accurate with weapons either. And COD WWII clearly wants to be Battlefield 1. Of course, while Battlefield 1 did take some extensive liberties (I'm fairly sure that no Kolibri pistols were shipped to the front lines), they were subtle and thematically made sense; sure the Huot was never used in WWI, but it doesn't look out of place being there. COD WWII meanwhile is like &amp;quot;Eh, slap that removable magazine on that fixed internal magazine rifle, I'm sure no-one will notice&amp;quot;. Part of me wonders if they'll add the AK in as well. &amp;quot;Well it was developed in 1947, so that's close enough, right?&amp;quot; --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 20:35, 7 October 2017 (EDT)&lt;br /&gt;
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:Well, Activision/Treyarch aren't ''that'' stupid, but I would totally bet that the STG-44 will the the equivalent of the AK-47 - considering they have a &amp;quot;customized&amp;quot; kurtz STG-44 that basically is COD's way of sneaking in their favorite AKSU. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 20:51, 7 October 2017 (EDT)&lt;br /&gt;
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== Please help ID this revolver ==&lt;br /&gt;
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[http://youtu.be/PQHMALPXsoI?t=6833 Here.] Be warned that this video contains spoilers, so watch it at your own risk (I think it's the only part of the game where this weapon is seen). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 3 November 2017 (EDT)&lt;br /&gt;
:I'm not entirely sure (or maybe I just don't want to be), but that may or may not be a Webley Mk. VI with a swing-out cylinder. I mean, I get that that's not the point of the cutscene, but ''come on''. They could've just used the standard M1911A1 or something. In other news, [https://www.youtube.com/watch?v=c_BtE43jfLM this] should be helpful. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:00, 3 November 2017 (EDT)&lt;br /&gt;
::It is an [[Enfield No. 2]], the British Government knock-off of the Webley rather than actually a Webley. I have no idea why they would give it a swing out cylinder though, I assume it was just total ignorance on the part of the animators just assuming that all revolver have a swing out cylinder.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:10, 3 November 2017 (EDT)&lt;br /&gt;
::::I think they should have used the Colt M1917 instead because it was the service revolver of the US Army during WWII. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 13:49, 9 November 2017 (EST)&lt;br /&gt;
:::Anyway, what a mysterious Tommy Gun there? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 17:30, 3 November 2017 (EDT)&lt;br /&gt;
::::Yeah, that Thompson looked odd. It had a drum magazine and a foregrip, with a completely smooth, thin-profile barrel, and a firing sound like a rather anemic popgun. Anyways, back to the revolver, there are a couple more oddities: it fires a total of 7 rounds before reloading (2 in the suspiciously clean, evil-looking, and slow-to-act German tank commander, then 5 before reloading), it doesn't seem to have an animated hammer or cylinder, and it is reloaded by swinging out the cylinder, which causes 1 spent casing to fall out automatically, then reloaded by bringing it off of the screen for a bit. There's also the fact that the Germans are missing like Stormtroopers from, what, 30 feet away? And that's not even getting started on the weapon animation video (which you guys should really check out - some of the stuff, like the SVT-40 reload, has to be seen to be believed), or on some other parts of the scene. Anyways, that's all for now. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:49, 3 November 2017 (EDT)&lt;br /&gt;
:::::Yep, at first when you get rid of that German guy and continue to fire, you shoot more than 6 rounds in total, but when you reload and continue after this, you get the correct capacity (and yeah, why is only ONE round ejected when reloading?). Also wow, MAR is damn fast with uploading his slow-mo videos, though even before it I noticed that the FG 42's charging handle doesn't even move back when you pull it, and that the sawed-off double-barreled shotgun is apparently depicted with an automatic shell ejector. Need I say more? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:16, 3 November 2017 (EDT)&lt;br /&gt;
:::::Well, U94N, I think that the reason that the charging handle doesn't move when you pull it is because that's not the charging handle, that's the ''case deflector''. The actual charging handle is even part of the model and everything, it just isn't actually used. *Sigh*... [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:32, 5 November 2017 (EST)&lt;br /&gt;
::::::I have only watched the video and not played the game at all, but what is wrong with the sawn off shotgun ejecting? Shotguns can have either ejectors or extractors, in fact based on the fact that the ejector/extractor in question is split down the middle I think that this means that it probably has ejectors (comapre [http://www.hallowellco.com/ejectors_and_extractors.htm this] image, the left gun has ejectors and the right just extractors).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:41, 3 November 2017 (EDT)&lt;br /&gt;
:::::::Ah... I saw [[Call of Duty: Modern Warfare 2#Sears Ranger|this]] and thought that such side-by-side shotguns weren't supposed to have this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:17, 3 November 2017 (EDT)&lt;br /&gt;
::::::::Not to mention that all of the shotguns have the correct brass-cased shells, except for the sawn-off shotgun, which ejects enormous plastic-cased ones instead. At some point, when all is said and done, I might just compile a list of everything wrong with the guns in this game, just to see how long it is. EDIT: [https://www.youtube.com/watch?v=6PPXiO8QMw8 Here's another good resource]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:25, 3 November 2017 (EDT)&lt;br /&gt;
:::::::::Btw I should have mentioned this a while ago, but in regards to the FG 42, turns out the charging handle '''is''' actually used. With the underhand technique (which is out of place since I believe it was first used by the Spetsnaz on the AK rifles), the player character releases the handle that is locked back on an empty reload (yeah, it's hard to see unless you check in slow motion; it is in fact depicted as closed bolt, which is only correct when used in semi-auto). Fun fact: on a non-empty reload, the bolt is locked back as well, even though it isn't when you're inspecting the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:13, 3 February 2018 (EST)&lt;br /&gt;
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Aaaaaaand all the bolt-action rifles get a detachable magazine in-game with the extended mag attachment (EDIT: forgot that the real Lee-Enfield does use detachable mags). So does the M1 Garand, but here I got a question, did the conversion allowing the standard M1 to use a 20-round BAR mag exist during WWII? ([[List of weapons used by U.S. Armed Forces#Experimental|This]] states that at least the Springfield T20E2 was in 1945) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:16, 4 November 2017 (EDT)&lt;br /&gt;
:The T20 was tested towards the end of 1944, used detachable BAR magazine and fired semi from a closed bolt and FA from an open bolt. The later ones like the E2 had an improved mag and couldn't feed from BAR mags (although the T20E2 mags could go in a BAR which didn't make all that much sense as the idea was that the T20E2 would replace the BAR as well as the M1) and fired from a closed bolt in FA. There were also differences with the flash hiders and whether or not the rifles can take bayonets and grenade launchers. It is all kind of academic though, as these were purely experimental weapons that were never adopted or deployed so have no real business showing up in this game.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:13, 4 November 2017 (EDT)&lt;br /&gt;
::Makes sense; either way, the M1's depicted extended mag doesn't exactly match the magazine of the BAR nor the T20E2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:31, 5 November 2017 (EST)&lt;br /&gt;
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If they were going to do that stripper clip bullshit, then they might as well have let you reload the Lee-Enfield by swapping out its detachable standard 10-round mag. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 10:45, 4 November 2017 (EDT)&lt;br /&gt;
:As I recall that's already been in a CoD game, I think it was ''Finest Hour''. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:18, 6 November 2017 (EST)&lt;br /&gt;
::Yeah, it's indeed in Finest Hour. Btw I'm still baffled that despite the extended mags of the Lewis gun and the Bren holding correctly 97 rounds and 100 rounds respectively, they have those side drum abominations rather than the appropriate pan magazines (WTF were the SHG dudes smoking when they created that weird mag extension for the Lewis?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:34, 6 November 2017 (EST)&lt;br /&gt;
:::At a guess they probably saw a picture of a Lewis with a brass catcher like [http://www.allworldwars.com/image/097/LewisMachineGun26.jpg this] and completely failed to realise what they were looking at. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:54, 6 November 2017 (EST)&lt;br /&gt;
::::Actually, looking at it, I think that it might just be the most bizarre use of the ''Trommelmagazin 08'' yet. Granted, the proportions are changed, and it's modified to fit onto the Lewis's magazine pivot, but it from what I can tell (which isn't much, as the weapon's first-person animations seem hell-bent on preventing you from getting a good look at it), it seems that the Lewis's 97-round pan mag is a giant TM08. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:54, 5 December 2017 (EST)&lt;br /&gt;
Completely out of left field here, but I think that the Jupiter variant of the M1911 might actually be a Colt M1903, given its appearance. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:58, 4 November 2017 (EDT)&lt;br /&gt;
:Seems a hell of a lot more like a 1911 with the thumb safety removed and a rounded hammer added, but I see how you'd think it's a 1903. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 17:45, 7 November 2017 (EST)&lt;br /&gt;
::I was more talking about the muzzle end, with no barrel bushing and the distinctive holes in the front of the slide beneath the barrel. Then again, the modified 1911 idea is also possible. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:03, 7 November 2017 (EST)&lt;br /&gt;
:::It isn't really anything real, but to me it looks like a M1902 Sporter slide mashed together with a M1911 machine pistol frame.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:22, 7 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Epic weapon variants video ==&lt;br /&gt;
&lt;br /&gt;
A quick video showing the epic weapon variants in the game's wacky loot system: https://www.youtube.com/watch?v=xfqGYNEKZ2I&lt;br /&gt;
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Some of the variants almost look like completely different weapons, such as the &amp;quot;Thrive&amp;quot; PPSh-41 variant (lol). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 21:39, 6 November 2017 (EST)&lt;br /&gt;
:Some other stuff to note: The M1 Garand &amp;quot;Rookie&amp;quot; skin gives it a ridiculously short barrel and the pistol grip from a Beretta BM-59 Alpine, albeit without the accompanying collapsible stock; the &amp;quot;Shack Man&amp;quot; SVT-40 makes it look like an AG42B Ljungman with a short barrel and metal heat shield; the aforementioned &amp;quot;Thrive&amp;quot; PPSh has an SVT-40's barrel shroud/heat shield; the &amp;quot;Jupiter&amp;quot; M1911, while reminiscent of an M1911 machine pistol conversion, actually looks more like a Colt M1903 at its core (note the distinctive end of the slide, compared to the 1911's); the &amp;quot;Heimat&amp;quot; C96 has a shortened barrel, but not quite like that of a Bolo, especially considering the standard grips; the &amp;quot;Roundabout&amp;quot; Lee-Enfield somehow has unchanged stats despite basically being turned into an Obrez; I know for a fact that I've seen the &amp;quot;Revised&amp;quot; FG42 or something like it somewhere, but I can't place it; same goes for the &amp;quot;Candy&amp;quot; M3 Grease Gun (I might update this list later); the &amp;quot;Shorty&amp;quot; MG15 has no stock, a shortened barrel, sights that are backwards to their normal arrangement, and part of the barrel shroud from a Maxim LMG08 Zeppelin Gun; the &amp;quot;Jawbreaker&amp;quot; M1941 Johnson &amp;lt;s&amp;gt;gets the 2-tube stock from&amp;lt;/s&amp;gt; becomes an M1944; the &amp;quot;Bite The Dust&amp;quot; M1 Carbine gets the correct M1A1 folding stock, along with an inexplicable long barrel and handguard; the &amp;quot;Zipper&amp;quot; MG42 looks more like an MG34; the &amp;quot;Midnight&amp;quot; wz. 38M looks uncannily like a MAS-44; the &amp;quot;Wunderwaffe&amp;quot; MP40 is a stylized/modified MP41; the &amp;quot;Checked Out&amp;quot; Type 100 gets the barrel shroud from an MP35; the &amp;quot;Ranger&amp;quot; M1903 Springfield turns it into an M1903A4, albeit with a fictional 2-piece C-stock; and lastly but not leastly, the &amp;quot;Enigma&amp;quot; Toggle Action has a forend conspicuously similar to the &amp;quot;Muramasa&amp;quot; from ''RE:Revelations''. Anything else that we should note on the main page? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:35, 6 November 2017 (EST) P.S.: God damn, I need to write less. Seriously, when all is said and done, this is going to come out to, like, 2,000 characters. I need help.&lt;br /&gt;
::Jupiter - [[Colt Model 1902]]. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 11:11, 8 November 2017 (EST)&lt;br /&gt;
:::Good catch Slon, I hadn't noticed the forward cocking serrations. Frankly, it looks like they've turned the M1911 into a near-perfect M1902 Sporter, apart from the slide release, and added a foregrip and stock. What entirely escapes me, however, is ''why''. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:29, 8 November 2017 (EST)&lt;br /&gt;
::::Maybe the modeler was inspired by the pistols that Samuel L. Jackson carried in the recent Kong movie?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:07, 8 November 2017 (EST)&lt;br /&gt;
:::::If we're talking movie guns here, the ones from ''100 Rifles'' or possibly ''Winter's Tale'' (if either, then more likely the latter, considering the engravings) could have served as an influence. Really, though, I don't think we'll ever quite understand the thought process that goes into designing the weapons for CoD games... [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 8 November 2017 (EST)&lt;br /&gt;
Well, shit. It seems that this is going to be far more complicated than we thought. It turns out that there are multiple different variants of each weapon that can change their ID to the same thing (e.g. multiple PPSh variants change it into a PPS, multiple M1 Carbine variants change it into an M1A1, etc.), including a few we've missed, like an M1897 variant that turns it into a Model 1912, an MG15 variant that turns it into an ST61 (basically the same gun, but with a different carry handle and a water-cooled barrel), a Bren variant that apparently turns it into a Type 99, an M1903 variant that supposedly turns it into a Winchester Model 70, and perhaps most confoundingly, an M1911 variant that turns it into, drum roll please, a Steyr M1912. Of course, thesis subject to updates, so we may spend the rest of our lives sorting out all the different ID-changing weapon variants in this game. See ya, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:33, 19 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/WWII/comments/7emwtv/every_variant_for_weapons_ingame/&lt;br /&gt;
Okay, here's a Reddit link showing more of the weapon variants. Expect them to be ridiculous. :D --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 18:09, 23 November 2017 (EST)&lt;br /&gt;
:https://www.reddit.com/r/WWII/comments/7denlk/fun_fact_the_triple_variant_of_the_m30_luftwaffle/ Reddit says that the Triple variant for the M30 Drilling (Heroic, not Epic) turns it into a [https://en.wikipedia.org/wiki/TP-82 TP-82] Soviet space gun. I think some of the other M30 Drilling variants in the gallery looks similar to the TP-82 too.  --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:09, 27 November 2017 (EST)&lt;br /&gt;
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== Cut weapons ==&lt;br /&gt;
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https://www.reddit.com/r/WWII/comments/7e5hfs/call_of_duty_wwii_new_weapon_pics_information/&lt;br /&gt;
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There are some cut weapons from the game such as the Sten and Gewehr 43; shall we include those? --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:55, 20 November 2017 (EST)&lt;br /&gt;
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:We don't usually do leaks, and I bet this is DLC that'll come out later. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:59, 20 November 2017 (EST)&lt;br /&gt;
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https://www.youtube.com/watch?v=tfLiTyLQfmw&lt;br /&gt;
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The Sten, Gewehr and a new LMG are now confirmed DLC weapons for the Winter Siege update. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:58, 7 December 2017 (EST)&lt;br /&gt;
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:I think that the LMG is a [[Breda Modello 30]]. In game it seems like that call it the &amp;quot;GPMG&amp;quot; which it absolutely isn't, feeding from a fixed 20 round mag topped up by weird sort of stripper clips.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:21, 7 December 2017 (EST)&lt;br /&gt;
::It was more of an NPMG, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:44, 7 December 2017 (EST)&lt;br /&gt;
:::Lol good one. Given the winter theme, I think a more fitting set of weapons would be the ones used during the Winter War (e.g. old favorites such as the Mosin-Nagant and DP-28, and possibly new stuff like the Finnish KP/-31 or LS-26).  Still, I welcome the Gewehr and Sten into the arsenal (which should have been there in the first place). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 14:45, 7 December 2017 (EST)&lt;br /&gt;
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== Question, is there a Variant similar to this weapon? ==&lt;br /&gt;
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[[File:Kalashnikov SMG.jpg|thumb|none|500px|Experimental Kalashnikov submachine gun from 1942, sometimes rather misleadingly dubbed the &amp;quot;AK42&amp;quot; - 7.62x25mm Tokarev]]--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 17:01, 4 December 2017 (EST)&lt;br /&gt;
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:What would the AK42 be a variant of, the PPSh? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:06, 4 December 2017 (EST)&lt;br /&gt;
::This is experimental SMG, one of the first designs by Kalashnikov, chambered in 7.62x25, and it has nothing in common with AK. Please don't call it AK42, this is completely wrong and confusing. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:27, 5 December 2017 (EST)&lt;br /&gt;
:::Sadly that's what most Western sources call it, though I've moved the file and modified the description to be a bit clearer. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:33, 5 December 2017 (EST)&lt;br /&gt;
::::Thanks, I hope that maybe IMFDB would help in promoting more correct name. There is [http://en.museum-mtk.ru/armourers/kalashnikov/weapons/ some data on this gun] on the web site of Kalashnikov Museum (the entry, entitled &amp;quot;1. Submachine gun prototype designed in 1942&amp;quot;). [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:54, 5 December 2017 (EST)&lt;br /&gt;
:And in response to the original question, no, there isn't any variant similar to it, aside from the fact that the nearly indentical PPS-43 style folding stock is used on the &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:44, 5 December 2017 (EST)&lt;br /&gt;
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== Variants ==&lt;br /&gt;
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The Type 99 is the &amp;quot;Royalty&amp;quot; Variant of the Bren, and the &amp;quot;Buck Private&amp;quot; variant of the Thompson is the VietCong Thompson (I think)--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:08, 6 December 2017 (EST)&lt;br /&gt;
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== Wonders of the campaign ==&lt;br /&gt;
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https://www.youtube.com/watch?v=EpBVCbjoY1s&lt;br /&gt;
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I especially like the M1911 emptying itself. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:56, 9 December 2017 (EST)&lt;br /&gt;
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== SVT-40 S.O.L Variant ==&lt;br /&gt;
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I think the S.O.L Variant is closely resembles to the SKS, or AS-44--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:15, 10 December 2017 (EST)&lt;br /&gt;
:The front end doesn't match, but the receiver makes me think of an AG42B Ljungman. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:13, 10 December 2017 (EST)&lt;br /&gt;
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==Additional Images==&lt;br /&gt;
Moved the &amp;quot;Brandi&amp;quot; variant of the M3 Grease Gun here, because it doesn't really look like a Błyskawica. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 11 December 2017 (EST)&lt;br /&gt;
[[Image:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|]]&lt;br /&gt;
:I think that it looks like a Commando Mark III (which I'd love to hyperlink and/or give a comparison for, except it isn't on this wiki). Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:03, 11 December 2017 (EST)&lt;br /&gt;
::Are you talking about the Volunteer Enterprises gun? If so, that is actually listed in the [[Thompson_Submachine_Gun#Lookalikes|Lookalikes section on the Thompson page]]:[[ File:Volunteer enterprises Commando III.jpg |thumb|400px|none|Volunteer Enterprises Commando Mark III - .45 ACP]] However, I do not really see the resemblance to that particular gun, as if nothing else the Brandi has a tubular rather than square receiver. I could perhaps buy that it is based on a  [[Spitfire Carbine]] (the precursor to the Commando Mark II, the Volunteer Carbine, was a copy of the Spitfire Carbine with a different handguard) , but I can't really tell form the one screenshot on the page currently if this resemblance is more than coincidental.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:21, 11 December 2017 (EST)&lt;br /&gt;
:::Ah, thank you for pointing that out; I knew that I had seen something closer to this than the Commando. Thank you for the image, and for the suggestion. So, how do people here feel about the Spitfire ID? From what I can tell, the barrel is obviously shortened and fitted with some sort of shroud, but the upper is almost perfect, and the lower and stock are just about spot-on. On a sidenote, the &amp;quot;Candy&amp;quot; variant is essentially the same thing, but with a different finish, a different barrel shroud, and no stock. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:19, 11 December 2017 (EST)&lt;br /&gt;
::::I'm not 100% convinced. The shape of the lower appears to be a pretty close match (I'm ignoring the stock as this is from a Thompson anyway), but there are some big differences as well. The barrel is obviously wrong, the design and positioning of the sights is different, the charging handle is on the wrong side, and the position of the safety is farther forward. The Spitfire and Volunteer guns have a distinctive diagonal linkage on the magazine release which this gun seems to have, however it is on the opposite side of the gun so don't really know if it is a pro or con. All that said, I would probably say that it is at least in part based on the Spitfire (most notably with the shape of the lower), however there are a lot of liberties taken with it.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:54, 11 December 2017 (EST)&lt;br /&gt;
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==MP28 capacity==&lt;br /&gt;
So, per a recent edit, the real weapon doesn't accept a TM 08 snail drum, but it does have a different 32-round box magazine (a similar of which would be later used for the MP40, from what I've watched on a Forgotten Weapons video), right? And my other question is: did the MP18 and the MP28 have 50-round magazines? I've seen a mention of this on some sources, but I don't know which ones to trust, tbh. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:48, 18 December 2017 (EST)&lt;br /&gt;
:Not 100% but I believe that there were 50 rounders made for the MP28 but there were extremely rare. Much more common would be the 50 rounders for the Lanchester, which would be compatible as it was pretty much a straight rip-off of the MP28.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:18, 19 December 2017 (EST)&lt;br /&gt;
::Thanks. Do Lanchester magazines fit in the MP40 as well? (I'm not sure about that). Also since we're here, what specific models of double-barreled shotguns might have been used in World War II? (I know not in main combat, but still)&lt;br /&gt;
::On another note (something that I could have said long ago), I really want to punch SHG in the face for changing the firing sounds that were '''MUCH''' better in the beta.&lt;br /&gt;
::--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:28, 20 December 2017 (EST)&lt;br /&gt;
:::Magazine interchangeability between the MP28, Lanchester, STEN and MP40 is a bit of a tricky issue. Although they are all based on the same design (MP28) there are differences between them that make them not necessarily interchangeable. A lot of the time, whether a magazine will interchange is more down to the tolerances of the specific gun you are using. I believe that generally speaking, the MP40 will not take the magazines from any of the other guns, due to the fact that the magazine well is noticeably shorter. I know that an MP40 magazine can theoretically go in a STEN (with a bit of wobble as the magazine is too short but it supposedly works), and MP28/Lanchester mags will go in the STEN. However, standard STEN mags will not go in the MP28 due to the fact that the reinforcement on the top of the mag comes farther forward on a STEN mag, however it is possible to modify STEN mags to make them fit. I'm not sure if this also applies to the Lanchester, most sources seem to say that they will take STEN mags but I vaguely remember once reading that the original Lanchesters didn't, and it was the later ones where the design was modified to also take STEN mags. As for double shotguns, I do not think that there was really any military use of them during the war. They were mainly used by Partisan forces so they would just be random civilian models.   --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 04:55, 20 December 2017 (EST)&lt;br /&gt;
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==PPSh-41 &amp;quot;Duck Soup&amp;quot;==&lt;br /&gt;
It could have been inspired by something like [http://i14.photobucket.com/albums/a316/Melanteri/Scale%20of%20Issue/Kriminaalipepesha.jpg this]... although the basis is still that of a PPS-43. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:33, 3 January 2018 (EST)&lt;br /&gt;
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== The comment on the Garand reload ==&lt;br /&gt;
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While I'll freely say there is some badly done animations in this game, the Garand isn't entirely wrong. The bolt of the Garand can technically get stuck by everything from slightly too tight en-bloc clips to part wear, so you can just slap it forward where it'll pick up and chamber a round. --[[User:PaperCake|PaperCake]] 22:04, 3 January 2018 (EST)&lt;br /&gt;
:I want to add to the discussion. I've seen videos where people manually close the bolt on a M1 Garand, but I doubt that it's because of jamming. [[https://www.youtube.com/watch?v=OiTJOz1XFGA For example in this video.]] However, I lack knowledge on this part of the gun operation, so I can't give a proper explanation. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:52, 6 January 2018 (EST)&lt;br /&gt;
::More often than not, if you were to load a clip into a Garand in a WWII combat scenario my guess is that the bolt wouldn't close without giving it a tap. Garand clips are pretty tight, especially when they have not been used before which would have been the case back then. Also, the gun would not necessarily be totally broken in and smooth or have a lot of oil on it. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:53, 6 January 2018 (EST)&lt;br /&gt;
:::I heard the opposite, that wartime Garands had more powerful springs in them than modern ones (due to the invention of the lawsuit) and would quite happily go OMNOMNOMNOM on loading to a greater extent than modern ones. After all, it didn't get that reputation for nothing. A lot of these vintage Garands you're comparing a ~70 year old spring to a brand new one, too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:14, 6 January 2018 (EST)&lt;br /&gt;
::::I've handled a like-new Garand and it always needed a tap to go into battery. This was with spent/dummy rounds though which might have been the issue. According to the owner, the reason it was sticking was something to do with the fact that something in the magazine needs to broken in, either the follower or the magazine body itself I can't remember (it was probably 10 years ago at this point). This may be total bollocks as I have also heard the opposite, but the only Garand I have ever loaded was as-new and needed the tap. As for the eating fingers thing, this is kind of a separate issue to the reloading one. If you think about it, you can't actually get &amp;quot;Garand Thumb&amp;quot; (at least not a serious case) with a reload as the loaded clip and feeding round are taking up the space where your finger would have to be. When you can get it is lowering the bolt on an empty chamber as you need to push the follower down with your thumb deep in the action when the bolt releases. The other thing to bear in mind is that when you are pushing a full clip in you are pushing downwards with a fair amount of force on the top round which holds it in place in the clip. Regardless, I think the biggest factor of whether the bolt sticks or goes home is probably the condition of the clips, and also how clean and well oiled it is.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 14:20, 6 January 2018 (EST)&lt;br /&gt;
:::::I'd have thought that by the time you're done doing all your marksmanship, manual-of-arms and field-stripping during training, your Garand would probably be as broken in as it was ever going to get.&lt;br /&gt;
:::::[https://youtu.be/r-KVu_jko3s?t=90 That said, I'm not beyond admitting when I'm wrong]. So the correct thing to say here would be that the bolt should ''sometimes'' close on its own, should at least do ''something'' when the clip is inserted since there's nothing that could make it hang up in the fully-rearward position, and having it need a tap every time on every Garand in existence is a little unusual. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:36, 6 January 2018 (EST)&lt;br /&gt;
::::::I think that the norm is that if the bolt doesn't go home then it will strip the first round by something like a quarter inch or so, as I think that initially it pushes the round straight forward and it is only when it starts trying to steer the round towards the chamber than it will get hung up due to the geometry of the mag well. As for worn in guns, the gun you train with will not be the one you fight with. Due to the fact that the army was massively expanding, I imagine that when you were handed a gun as you trotted off to the front line it would have been a brand new from the factory gun. Lastly, that part of that video is a really good example of the way that you were actually trained to load a Garand. Most people will tell you that you were meant to hold the op-rod back with the blade of your hand, but this isn't what was actually taught at the time for loading (possibly it was for dropping the bolt on an empty mag, not sure on that one). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:44, 6 January 2018 (EST)&lt;br /&gt;
:::::::I'd have thought the taskforce for Overlord would have been issued a weapon when they were deployed to England, and keep running drills with that until they were sent into combat. I mean I can see that for later arrivals, but wouldn't they want the D-Day groups at maximum readiness? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:00, 7 January 2018 (EST)&lt;br /&gt;
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== Turner's Enfield  ==&lt;br /&gt;
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The section of the description about Turner carrying an Enfield revolver seems a bit pedantic IMO. Officers frequently carried non-standard sidearms, especially revolvers and it's shown in the game that your unit operated with the SOE. It seems pretty feasible for an officer, in Europe, who has worked with British special forces, to be carrying a British revolver--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 17:26, 29 January 2018 (EST)&lt;br /&gt;
:I would think carrying an Enfield would be a bit of a diplomatic faux pas since British Tommies might think he'd burgled it from a corpse. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:59, 29 January 2018 (EST)&lt;br /&gt;
::Maybe but I doubt it. It was extremely common in both World Wars but admittedly more so in WW1 for US servicemen to use Webleys that they had modified to fire .45ACP instead of .455 Webley. Plus, while it's a part of war we'd rather forget, both sides were ill equipped for their combat conditions on numerous occasions(Americans at Bastogne, Germans on the Eastern front during the later years) so grave robbing was actually quite common --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 18:13, 29 January 2018 (EST)&lt;br /&gt;
:::Not to mention the question of where exactly he's supposed to get ammo. The U.S. didn't exactly have stocks of .38/200 just laying around. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:15, 29 January 2018 (EST)&lt;br /&gt;
::::Yeah that's the thing, it's possible to rationalise why he ''might'' have this gun, but it doesn't change that they don't explain it and with no explanation it's just kind of weird and inexplicable. You'd think something like that would be a plot point. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:19, 29 January 2018 (EST)&lt;br /&gt;
::::: Pyro, no but in WW2 Europe there were probably plenty of British arms depots. Evil Tim, from a gameplay POV that would be quite mundane. It's a minor, entirely plausible detail that only us anal gun nuts care about. There's also the fact that soviet firearms are pretty common in the market garden levels. Average gamer is probably gonna just think &amp;quot;hmm, I thought that gun was Russian&amp;quot; but anyone else who has a passing knowledge of WW2 firearms can rationalise it. It's not the norm, but it's plausible --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 18:35, 29 January 2018 (EST)&lt;br /&gt;
::::::Yeah, but it also wouldn't be a big deal to give him an M1911. So why give him this odd gun if you're never going to make any particular deal about him having it? It's like that part in ''Ghosts'' where Hesh picks up the MTs255 and is like NOTICE THIS THIS IS A THING and then it's never mentioned again. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:19, 29 January 2018 (EST)&lt;br /&gt;
:::::::The SOE didn't like the Webleys or Enfields for operations in Europe specifically for the reason of the lack of availability of the .38/200 ammo. This is the reason that they use the Inglis Hi-Power in 9x19mm which was a far more common and available round. As for why it is used in this scene, my guess is that it was just a game asset they realised they had made and were not currently using so decided to stick it in here for a bit of meaningless variety.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:32, 30 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Need ID for Nazi's Smoke Grenade ==&lt;br /&gt;
&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|600px|none|Politically correctness gone mad in this game reach even poor innocent grenades]]&lt;br /&gt;
Brang this with the pics that I posted on this page.&lt;br /&gt;
Someone can ID the model of the grenade? And just for couriosity, isn't this supposed to have swastikas?&lt;br /&gt;
PS: Sorry if the pics is localized in Italian/Mangiaspaghetti-speak but the CoD games don't have a option for changing languages. (at least that I know). &lt;br /&gt;
--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:59, 31 January 2018 (EST)&lt;br /&gt;
:The page already IDs it, it's an M18. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:36, 31 January 2018 (EST)&lt;br /&gt;
::As for the markings, they are fictitious so I think they have just given it the Balkenkreuz to make this American model of grenade look stereotypically German, despite the fact that real German grenades were not marked with Swastikas or Balkenkreuz crosses. They have put a bit of effort into the text, as Nb is the correct prefix for German smoke grenades (it is short for nebel meaning &amp;quot;fog&amp;quot;), although the part after this is referring to the fuse which I believe is a fictional designation of fuse. The thing underneath reads &amp;quot;Rauch&amp;quot; which translates to smoke, but I do not believe they called these &amp;quot;smoke&amp;quot; grenades, instead they were &amp;quot;fog&amp;quot; grenades being called &amp;quot;Nebelhandgranate&amp;quot; (fog hand grenade).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:46, 31 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Shoving the Panzerschreck into the ground during the reload animation in third person ==&lt;br /&gt;
&lt;br /&gt;
I wonder, according to the page, if the first-person view ofl reloading the Panzerschreck probably requires shoving it into the ground, what would it look like in third-person? Is the Panzerschreck smaller in third-person? Is the person taller in third-person? Did the Panzerschreck actually get shoved into the ground? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:46, 6 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
They are taller.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:22, 7 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leaked variants ==&lt;br /&gt;
&lt;br /&gt;
I've recently heard from some YouTubers that there are a few variants that are in the game files but currently not accessible in-game. [https://www.youtube.com/watch?v=IvMhkQyJNXA Here's a video of them]. I'm not sure if they will be added to the game proper or not, but I think we can still talk about them on the talk page. Are there any interesting things in the variants we're seeing here? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:56, 9 February 2018 (EST)&lt;br /&gt;
:What this video seems to be showing off are all the Heroic variants, which are the same as the Epic ones, except cleaner-looking. I don't really think that it'll make much of a difference, but the video does at least give us some good looks at the variants. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:40, 9 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Well...==&lt;br /&gt;
&lt;br /&gt;
[[File:CoDWWII-No2-Obstructor.jpg|thumb|none|400px]]&lt;br /&gt;
While the &amp;quot;Enfield No. 2&amp;quot; in campaign is modeled after a true one, the version added in The Resistance event looks nothing like one. Ideas about the ID? (for starters, it has a trigger guard identical to that of the [[Smith &amp;amp; Wesson .44 Double Action]]) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:58, 25 February 2018 (EST)&lt;br /&gt;
:Probably a hybrid of the S&amp;amp;W and the Enfield. The cylinder and frame(might be the wrong term, not great with revolvers) are definitely from the Enfield but that barrel definitely isn't. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:03, 28 February 2018 (EST)&lt;br /&gt;
::[https://www.youtube.com/watch?v=e1_vcHA0T28 Well, it's hardly the most bizarre variant of the Enfield...] [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:55, 28 February 2018 (EST)&lt;br /&gt;
:::It's a Peacemaker, only with a top-break reloading. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 11:43, 2 March 2018 (EST)&lt;br /&gt;
::::I am genuinely starting to wonder if Sledgehammer is doing this on purpose JUST to anger firearm enthusiasts. Seriously, how do you cock up weapons '''this''' hard and '''this''' consistently? --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 14:28, 13 March 2018 (EDT)&lt;br /&gt;
:::::&amp;quot;''On purpose JUST to anger firearm enthusiasts''&amp;quot; - that's what all CoD developers have been doing for years. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:34, 13 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Local MP Gun Question... ==&lt;br /&gt;
&lt;br /&gt;
Well, I downloaded the Shamrock &amp;amp; Awe update. I went to multiplayer to check the new guns, 'cause in the previous update they added guns even in local multiplayer. But ALL the update guns disappeared.&lt;br /&gt;
Why the devs did that? Is completely nonsense! --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:39, 21 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blitzkrieg ==&lt;br /&gt;
&lt;br /&gt;
So, the Blitzkrieg event just dropped, complete with a baseball bat, and an impressive ''5'' new guns. These are: &lt;br /&gt;
* A Japanese Type 5 Garand copy,&lt;br /&gt;
* An M2 Carbine with an actual modeled selector switch (apparently nobody told the people who put it in that that's what the PaPed version of the normal M1 Carbine is called), &lt;br /&gt;
* A Costa Rican contract Breda PG (the open-bolt version with the 4-round burst function), called the &amp;quot;ITRA Burst&amp;quot;, for whatever reason,&lt;br /&gt;
* A Sterling SMG, and&lt;br /&gt;
* An Arisaka Type 38.&lt;br /&gt;
From what I can tell, some of these already have obvious issues (e.g. the M2 Carbine fires ''really'' slowly, the Type 5 feeds from an en-bloc clip like a normal M1, the Breda holds 32 rounds instead of 20, the Sterling holds 30 rounds instead of 34, etc.), and downright ridiculous variants, as expected. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:57, 17 April 2018 (EDT) P.S.: For whatever reason, one of the variants of the baseball bat has a spent artillery shell on the end of it. Home run indeed.&lt;br /&gt;
&lt;br /&gt;
== P38 or P5? ==&lt;br /&gt;
&lt;br /&gt;
Whenever I first saw it, I thought the &amp;quot;SAP&amp;quot; was based on a Walther P5. Given that it a P38 doesn't match perfectly, is it possible it's closer to a P5 Sporting Model?--[[User:H3nry8adger1982|H3nry8adger1982]] ([[User talk:H3nry8adger1982|talk]]) 16:30, 18 April 2018 (EDT)H3nry8adger1982&lt;br /&gt;
:The P5 has no slide-mounted safety and the front end is rather angled, while the ingame slide is pretty flat. I know the TP-82 is a thing in this game, but trying to ID the &amp;quot;SAP&amp;quot; as a P5 seems like a bit of a stretch given that the P5 is from the 70s. Frankly, it's probably just a P38 that was modeled poorly.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:15, 18 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some stuff posted on my wall at Gun Wiki ==&lt;br /&gt;
&lt;br /&gt;
[http://guns.wikia.com/wiki/Thread:19566 Post here]. TL;DR:&lt;br /&gt;
&lt;br /&gt;
*The in-game &amp;quot;Sterling&amp;quot; model is a Patchett Mk.I with what looks like a slightly curved magazine (neither the same as the Sterling L2's magazine nor the same as the Patchett's) and a canted cocking slot, which did exist on Patchett Mk.Is but only the about the last quarter of the production run - only 100 were made in total so there would have only been a few dozen Patchett Mk.Is with canted cocking slots. The barrel of the in-game model seems to be taken from some of the earliest Patchett guns, the Experimental Models from 1943, of which only five were ever made.&lt;br /&gt;
*The OSS-designed suppressor for the M3 Grease Gun was actually screwed on to a specially-designed threaded barrel. The in-game model does not use this barrel so the in-game deptiction is still inaccurate. The in-game suppressor also resembles the version used by the SOE, designed independently by RSAF Enfield. The SOE suppressor was not the same as the OSS one.&lt;br /&gt;
* The &amp;quot;Devil's Piano&amp;quot; variant of the MG-42 in multiplayer is based on the experimental MG-39Rh machine gun.&lt;br /&gt;
* The &amp;quot;Stripe-Happy&amp;quot; variant of the FG-42 is a hybrid between the 1st model FG42 (though the pistol grip is not so angled in game) and the Japanese Type 2 paratrooper rifle.&lt;br /&gt;
* The &amp;quot;Fiore De Morte&amp;quot; variant is a hybrid between the Breda M30 and Breda M37 machine guns.&lt;br /&gt;
*The &amp;quot;Serum&amp;quot; variant of the StG.44 has elements of the MkB.42(W), especially the reciever and pistol grip.&lt;br /&gt;
&lt;br /&gt;
--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:33, 19 April 2018 (EDT)&lt;br /&gt;
:Quick update; some points in this list are kinda wrong-ish. I will be adding only the points I find verifiable. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:18, 17 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== An interesting video. ==&lt;br /&gt;
&lt;br /&gt;
So, if the information in [https://www.youtube.com/watch?v=E0C7GjoeqTU this video I found] is to be believed, then we've got some interesting weapons headed our way. That being said, I'm doubtful that ''all'' of these are making it into the game, not leastly because I have a hard time seeing the devs adding, like, 5 SMGs to the game and not a single shotgun, not to mention the obvious redundancy of adding both a Sten and an Austen, but then again, this ''is'' Sledgehammer we're dealing with, so quite literally anything could happen. What do you guys think? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:36, 23 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
They're basically trying to stuff all those obscure weapons into the game like DICE did in Battlefield 1, although more egregiously into supply drops like the previous DLC weapons. Nevertheless, here's my two cents on each weapon:&lt;br /&gt;
* KG m/21 - Essentially a Swedish version of the BAR with a smaller caliber and pistol grip. It most likely will be added to the LMG category or to the Rifles category like the BAR was, as a slightly weaker copy.&lt;br /&gt;
* ZK-383 - Yet another side-loaded SMG. Maybe it's gonna fit between the Sten/Type 100 and the Waffe 28.&lt;br /&gt;
* Ribeyrolles - I think it's going to be the 1918 automatic carbine rather than the SMG. Performance-wise, it would basically be a weaker counterpart to the Volksturmgewehr.&lt;br /&gt;
* Carcano - Italian rifle. Maybe weaker with a faster bolt, maybe even has iron sights like the Kar98k.&lt;br /&gt;
* PTRS-41 - Likely gonna be similar to its ''World at War'' incarnation; an impractical 20-kilo sniper that acts like the .50 caliber rifles from previous games.&lt;br /&gt;
* Mosin-Nagant - Why this gun wasn't added yet is beyond me. May have iron sights like the Kar98k so we can go Simo Häyhä.&lt;br /&gt;
* Austen - Essentially an Australian copy of the Sten. A redundant weapon choice since we already have the latter; the Owen Gun would be a more interesting suggestion instead.&lt;br /&gt;
* Chatelleraut - French top-loaded LMG. Would probably be faster-firing version of the Bren in-game.&lt;br /&gt;
* EMP44 - German stamped-metal SMG that was rejected by the Heer for being too crude, and they already had the StG44 replacing the MP40 and Kar 98k at that time. Nevertheless, more viable replacements would be the MP35 or the MP 3008.&lt;br /&gt;
* Blyskawica - Polish SMG built for the local resistance. Performance-wise, it's gonna be like the Sten it was based on.&lt;br /&gt;
* Bechowiec-1 - Uber-rare Polish machine pistol (around 11-13 made). Given its lack of a stock and slide like an automatic pistol, it would make more sense to make it a pistol - a rather big machine pistol.&lt;br /&gt;
* De Lisle - Silent carbine based on the Lee-Enfield; it would fit the niche role as a covert sniper, albeit at close-range.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 00:00, 24 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== My wishlist for DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
Basically what the headline says, with an emphasis on making each weapon distinct as opposed to just basing it on the existing weapons.&lt;br /&gt;
* [[Browning Hi-Power]]: High-capacity semi-auto pistol with a 13-round magazine. May have a slower firecap (because of its heavier trigger pull) to compensate for the capacity.&lt;br /&gt;
* [[Sturmpistole]]: Flare gun converted into a grenade launcher. Basically a pocket noob tube.&lt;br /&gt;
* [[Browning Auto-5]]: How'd this not appear in the game? It could be the Allied counterpart to the Toggle Action, but with shell-by-shell reloading and slightly higher damage and range.&lt;br /&gt;
* [[United Defense M42]]: Intended Thompson replacement supplied to resistance groups. Makes use of two 25-round magazines welded together for faster alternate reloads, like the &amp;quot;dual mags&amp;quot; attachment from previous games.&lt;br /&gt;
* A top-loaded SMG like the [[Beretta M1918]] or the [[Owen Gun]].&lt;br /&gt;
* Charlton Automatic Rifle: Converted automatic [[Lee-Enfield]] hailing from New Zealand. Unfortunately most were destroyed in a warehouse fire after the war, but still an impressive weapon nonetheless. May be classified as a automatic rifle or LMG in-game.&lt;br /&gt;
* [[Vickers K machine gun]]: The Allied counterpart to the German aircraft MGs. Based on the gas-operated land model used by the SAS, the Vickers K is essentially a more badass Lewis, with a fire rate comparable to the MG42.&lt;br /&gt;
* [[Holland &amp;amp; Holland Double Rifle]]: For fun rather than realism. Basically has the same damage model of the M30's rifle bullet, but with twice the ammo and very strong recoil. May even have iron sights in lieu of a scope for increased challenge. Variants basically give the rifle lavishly ornate furniture like those custom models.&lt;br /&gt;
* Big Joe 5: a crossbow developed by the OSS for covert assassination missions. It could basically be like the crossbows from previous games, with or without explosive bolts.&lt;br /&gt;
Feel free to make any comments or suggestions. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:29, 24 April 2018 (EDT)&lt;br /&gt;
:Well MJ, I think that those are all some excellent suggestions, of which very few are going to be added, because Sledgehammer. On a completely unrelated note, is it just me or does the M1911A1 in this game seem a bit too thin? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:50, 24 April 2018 (EDT) P.S.: I might give some suggestions later, but right now I don't feel like making any more quadruple-digit edits after the nightmare of dealing with all of those ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|H3VR]]'' screenshots.&lt;br /&gt;
&lt;br /&gt;
How about a Type 14 or 94 as a joke weapon? :P--[[User:H3nry8adger1982|H3nry8adger1982]] ([[User talk:H3nry8adger1982|talk]]) 11:33, 1 May 2018 (EDT)H3nry8adger1982&lt;br /&gt;
:Type 94 as a grenade, please. [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 11:17, 20 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Springfield Air Service magazine can be made detachable? ==&lt;br /&gt;
&lt;br /&gt;
I was looking up images of the Air Service magazine on normal Springfield M1903s and I came across [https://jamesdjulia.com/item/1249-386/ this auction page], which states that the weapon &amp;quot;Comes with 20 shot detachable magazine usually associated with the M1903 Air Service rifle&amp;quot; Is this relevant to the page? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 09:37, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's &amp;quot;detachable&amp;quot; in the same sense of the Lee-Enfield mag where you CAN remove it but you really shouldn't, given the doctrine was to just feed it a ton of stripper clips and move on. --[[User:PaperCake|PaperCake]] 11:30, 3 August 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wrong flavor of Mosin ==&lt;br /&gt;
&lt;br /&gt;
The M91/30 isn't actually an M91/30, given the ladder sight, hex receiver, extra long length and unhooded front sight it's an original M1891 Mosin. The bolt's weird, it doesn't really look like a proper 91/30 PU bolt, it kinda looks like those bubba'd ones you see people make. --[[User:PaperCake|PaperCake]] 11:21, 3 August 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Panzerschreck talllness ==&lt;br /&gt;
&lt;br /&gt;
What if everybody is just, y'know, taller than real life average heights and can reload like that easy? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:57, 30 August 2018 (EDT)&lt;br /&gt;
:...And what if they're not? Why would we only be playing as soldiers of above-average height? It's not Tall of Duty. :P &lt;br /&gt;
:More sensibly, this is an ad-hoc rationalisation. Sure, that could be true, but it could also be they just messed up the scale, or that it was done because a necromancer told Activision that he would summon skeletons to beat them up if the Panzerschreck was the right size. All we ''do'' know is that this isn't what a WW2 soldier of average size would see if he did this with a Panzerschreck. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:08, 30 August 2018 (EDT)&lt;br /&gt;
::Not to mention that when you look at the playable characters in third-person view, it's pretty clear that they don't have Dolph Lundgren's stature. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:04, 30 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Breda PG variant==&lt;br /&gt;
&lt;br /&gt;
Can anyone identify [https://imgur.com/a/bVqSuj7 this variant] of the Breda PG? --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 13:48, 5 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mutant Enfield ==&lt;br /&gt;
&lt;br /&gt;
Ok since there's been an edit war recently, let's settle this here: @Tamarin88 how on earth is the top-break/swing-out thing a relevant argument? Firstly, they couldn't have used the same animation, considering that the reload seen in the campaign happens in a non-standard gameplay instance where the character is forced to use the revolver one-handed while dragging a wounded ally, as opposed to traditional gameplay. And secondly, contrarily to your claim, the accurately modeled Enfield was actually planned for multiplayer (in addition to its presence in the campaign), as shown in the link that I provided. Therefore, the point about the hybrid variant design was fine, and your insistence on removing it over and over is just another case of you randomly removing bits of interesting info, which is an issue that you've already been told about before. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:01, 17 April 2019 (EDT)&lt;br /&gt;
:I originally added that trivia. It was my completely baseless speculation. It was not fine, it's not that interesting, I regretted adding it, so I deleted it in the first place. My writing was poor and overly dramatic, and the trivia is just not worth preserving. Let it stay deleted. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:09, 17 April 2019 (EDT)&lt;br /&gt;
::Eh, about your part, I guess it's the &amp;quot;beyond IMFDB's ability to answer&amp;quot; thing that was probably overdone, nothing more :P I was merely talking about the first sentence. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:15, 17 April 2019 (EDT)&lt;br /&gt;
:The top break/swing-out thing is relevant, as they would have had to re-rig and probably re-model the SP Enfield to make it top-break. The SP Enfield was indeed intended for MP at one point, however the MP revolver can't be a variant of it unless, again, they re-rigged and re-modeled. And even aside from all that, there's no real reason to make the claim anyway - there's nothing indicating that the MP revolver was a variant, nor would it be by any means the first time that CoD has misidentifed weapons or created frankenguns. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:20, 17 April 2019 (EDT)&lt;br /&gt;
::Again, this doesn't mean anything here. It wouldn't be that hard to adjust the model polygons, etc. to make it top-break (nevermind the fact that the swing-out version didn't even have an ejector rod to begin with), plus the &amp;quot;Obstructor&amp;quot; variant actually uses the exact mutant model (while other weapon variants don't use the same model as their base counterparts, bar very few exceptions such as launchers), which supports the fact that the mutant revolver was indeed planned as such. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:41, 17 April 2019 (EDT)&lt;br /&gt;
:::The &amp;quot;Obstructor&amp;quot; variant proves absolutely nothing. All of the DLC weapons that have collection variants available as part of their events have that variant be a reskin with no model changes. The &amp;quot;Enfield&amp;quot; is not a break from tradition in this regard. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:00, 17 April 2019 (EDT)&lt;br /&gt;
::::Eh, seems right about the DLC weapons (unlike the ones from the original release of the game). Ok while I still have my doubts about it, I'll leave it off the page for now, since after all there are other base weapons in-game that have weird hybrid models (not as much awkward as this one, but still). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:28, 17 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== June 4th update ==&lt;br /&gt;
&lt;br /&gt;
New content for a game that's been out for over eighteen months. Bless these people. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:20, 4 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categorization, my LAD, is made up of mistakes... ==&lt;br /&gt;
&lt;br /&gt;
...but, as useful and truth-leading as those mistakes may be, it's best to get them ironed out quickly. So, time for a new semantical debate: where should the LAD actually go? It's here now, and it's been datelined for ''BFV'', so it's probably for the best that we figure something out soon. See, it's designed like an LMG - bipod, belt-feed, etc., but it's chambered for a pistol cartridge, which one would assume would make it an SMG. So... what do we do? It's not the only thing of the sort we might eventually have to deal with, either; there're some custom AR builds with belt-fed 9x19mm uppers and full-auto lowers that could fall into the same category, as could those miniature .22 LR-chambered M1919 Brownings that pop up time to time. I mean, it's a pretty edge-case issue, sure, but I'd still rather get it settled quickly. So, what're everyone's thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:27, 4 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What few sources I can find class it and [https://www.forgottenweapons.com/august-coenders-9x19mm-belt-fed-mg/ similar weapons] as machine guns, for what it's worth. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:08, 4 June 2019 (EDT)&lt;br /&gt;
:: Eh while it arguably shares some characteristics with a 'proper' MG (belt feed is debatable, a bipod less so - You can put a bipod on any shoulder/long gun. Hell you can even put one on a handgun) at the end of the day being chambered for a pistol cartridge makes it an SMG as far as I'm concerned. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:56, 4 June 2019 (EDT)&lt;br /&gt;
:::&amp;lt;S&amp;gt;The designers called LAD a light machine gun, and it was suggested for usage in this category. But technically it has blowback action, and this is, as I think, most essential argument to list it as an SMG.&amp;lt;/S&amp;gt; [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 06:06, 5 June 2019 (EDT)&lt;br /&gt;
:::: The 'suggested use' of the Thompson was as a &amp;quot;trench gun&amp;quot;, yet it isn't called that (indeed most of the time you see that phrase is with shotguns). A lot of contemporary subguns and SBR's are called 'PDWs' by the companies that designed and make them, but we don't use that term. Ultimately what the designers 'intended' or 'what they call it' isn't really relevant. We call it what it is by characteristics. That said, operating system isn't as important since a lot of guns use the same system(s). Now strictly speaking you could call any single-man-operable sustained-fire automatic gun of any caliber a 'light machine gun' and it would be technically true as almost all of the characteristics match - This is where caliber becomes the delineating factor. &amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt; And so, what we call 'light' machine guns are one-man operable automatic weapons still chambered for rifle caliber rounds - generally the small/shortened calibers used by assault rifles, but still. If it's a single-man automatic weapon that fires pistol-caliber rounds it's a submachine gun. This is plainly stated in the 'Machine Gun' category page so I don't get where the supposed confusion or debate is. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:23, 5 June 2019 (EDT)&lt;br /&gt;
:::::OK, I'm sorry to mess in the discussion. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 14:57, 5 June 2019 (EDT)&lt;br /&gt;
:::::Presumably it comes from the fact that everywhere except from IMFDB calls it an LMG, nor is calibre generally considered by other sources as a factor in determining whether something is an LMG or not except when it exceeds certain sizes - not whether it goes under them.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 03:49, 6 June 2019 (EDT)&lt;br /&gt;
:::::: What other sources? Who determines these 'sizes'? And just what 'size' exactly? Not that it matters since you're talking about &amp;quot;everywhere else&amp;quot; and frankly &amp;quot;everywhere else&amp;quot; is free to classify it however they want. '''Here''' we have a clearly stated standard based on a clear delineating trait - and that's pretty much that. I again don't see what the hell else more there is to say unless you're more interested in arguing about something rather beyond the scope of the question of how a gun - not a group or type but just ONE rather-marginal-in-either-classification gun - should be listed on the page. A question that again has a clear answer. I'll only conclude this by saying something I've said too many fucking times before yet I'll say it again - We're '''not''' a gun encyclopedia here, and I for one am not interested in another incessant quarrel that seems be more interested trying to make it one, or at least more of one than it really needs to be. If I sound irritated here, well it's because I am. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:04, 6 June 2019 (EDT)&lt;br /&gt;
:::::: Okay, okay, I'll drop it, though if we do classify it as an SMG we probably shouldn't make it sound like our opinion is the definitive one and imply that SHG is wrong in classifying it as an LMG. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:33, 6 June 2019 (EDT)&lt;br /&gt;
::::::: That's definitely fair enough - You can always note extra details in the writeup. Though I suppose that can work both ways as FCM mentioned below, so.. bah. My thing is to just default to what the site goes by which may not always be absolutely accurate but is usually good enough for our purposes - We're just finding somewhere to put it on a page. We're not looking to be a real authority on it or any other particular gun, really. Indeed shouldn't be. BUT I guess that doesn't have to be the case always absolutely either so again, bah. In any event my bad for getting kinda heavy on my end. Eh, it happens. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:17, 6 June 2019 (EDT)&lt;br /&gt;
::::::::I think both sides have merit, and I would definitely want supporting evidence from both sides in the final writeup. I'd still lump this in with LMGs to avoid grief from casual users. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:15, 7 June 2019 (EDT)&lt;br /&gt;
Isn’t this thing a bit like the Hellreigel from BF1? That would be a good example to go off of, as it’s characterized as an SMG on that page. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:38, 6 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The Hellriegel's more of an SMG than machine gun, albeit it's overgrown to a level surpassing stuff like the Thompson or Suomi. But the LAD is more machine gun than SMG, it's got a bipod, a belt feed, a top cover, a MG42 style stock. The only thing that really makes it an SMG is the caliber and the action. Plus we're throwing a LOT of shit over this so I'd advise we just wrap it up, call it an LMG before we keep this perpetual butthurt train going until the heat death of the universe. --[[User:PaperCake|PaperCake]] 19:07, 6 June 2019 (EST)&lt;br /&gt;
::I think we should lump it with the LMGs and make note of the pistol caliber in the description. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:22, 6 June 2019 (EDT)&lt;br /&gt;
:::I think it has to be categorised as an SMG, &amp;quot;pistol calibre machine gun is an SMG&amp;quot; is one of the most firm rules in defining firearm categories. It's a real edge case, of course. But &amp;quot;Light Machine Gun&amp;quot; in CoD is a category for automatic support weapons and almost always has GPMGs in it anyway. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:00, 7 June 2019 (EDT)&lt;br /&gt;
::::As I mentioned above, I'd give the edge to LMG if only to limit the griping from casual users, with an extensive explanation why in the writeup. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:29, 7 June 2019 (EDT)&lt;br /&gt;
:::::Eh, let's not give in to them filthy casuals, this is an esports pro wiki that plays with mouse and keyboard and doesn't afraid of anything. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:53, 8 June 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_WWII&amp;diff=1277692</id>
		<title>Talk:Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_WWII&amp;diff=1277692"/>
		<updated>2019-06-07T17:00:58Z</updated>

		<summary type="html">&lt;p&gt;Evil Tim: /* Categorization, my LAD, is made up of mistakes... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous Weapons=&lt;br /&gt;
&lt;br /&gt;
==Cole Knuckle Knife==&lt;br /&gt;
The Teeth Grinder variant of the trench knife is based on Cole knuckle knifes. Butcher also carries the same model, though depicted without a knuckle.&lt;br /&gt;
&lt;br /&gt;
==Claymore==&lt;br /&gt;
The Claymore is based on medieval Scottish two-handed claymore swords.&lt;br /&gt;
&lt;br /&gt;
==Gebirgsjäger Pickaxe==&lt;br /&gt;
The Ice Pick is based on WW2 period German Gebirgsjäger pickaxes.&lt;br /&gt;
&lt;br /&gt;
==Mark I Trench Knife==&lt;br /&gt;
The Trench Knife is based on the US Mark I Trench Knife, though the Call of Duty WWII: Field Manual book erroneously states that it is a BC-41 Trench Knife.&lt;br /&gt;
&lt;br /&gt;
==M-1943 Entrenching Tool==&lt;br /&gt;
The US Shovel is based on the M-1943 Entrenching Tool.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Debut Trailer==&lt;br /&gt;
Going to place the shots from the trailer here for now. There was a few more shown but I couldn't screencap them due to how fast they went by. --[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 13:53, 26 April 2017 (EDT)&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|Unknown German Soldier with a Luger]]&lt;br /&gt;
[[File:CoDWWII-Flamethrower.jpg|thumb|none|600px|American Trooper with a Flamethrower]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|M1911 in the shoulder holster]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|German solider firing an MG42]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun.jpg|thumb|none|600px|American Soldier firing a Grease Gun]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Player Character with the M1 Garand]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|Soldier firing a Browning M1919]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Soldier with the Grease Gun]]&lt;br /&gt;
[[File:CoD2017BARtrailer.jpg|thumb|none|600px|A top-view of a BAR lying on the ground, in the hands of the soldier trying to get up.]]&lt;br /&gt;
[[File:CoD2017Gewehrish.jpg|thumb|none|600px|A German soldier dying while waving his semi-automatic rifle around.]]&lt;br /&gt;
&lt;br /&gt;
:So it looks like Call of Duty 2: Big Red One is getting a remaster eh? Actually, this looks awesome. There's also the M1918A2 BAR and Gewehr 43.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:27, 26 April 2017 (EDT)&lt;br /&gt;
::I don't recall seeing the BAR in the trailer, but I did see the Gewehr 43 (Just couldn't get a shot of it).--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:29, 26 April 2017 (EDT)&lt;br /&gt;
:::Actually, I watched the Wehrmacht soldier getting shot again at .25 speed and the rifle he's carrying actually has some non-G43 characteristics- namely, it has some sort of muzzle device (and gas tube) that looks similar to the SVT-40 muzzle brake or gas trap endcap on the G41(W), although it looks rather small to be the latter. I think it may actually be a SVT-40 too, as it doesn't look like it has the upward-facing charging handle of the G41/G43 as the German spins the rifle around as he drops it. The magazine also looks pretty long and curved, like the SVT's. Of course it's weird for an SVT to be seen on the Western front, but it may mean that there might just be a Russian campaign too (or at least Russian guns in the multiplayer, most likely).--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:17, 26 April 2017 (EDT)&lt;br /&gt;
::::Just to note, I've updated the images above to high-res screencaps, and renamed most of them appropriately to match other CoD images (should be separated by hyphens and the like). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:40, 27 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Trailer ==&lt;br /&gt;
&lt;br /&gt;
Well boys, its out! https://www.youtube.com/watch?v=MURrgYG--L8&lt;br /&gt;
&lt;br /&gt;
The guns I was able to Identify goes as follows: MG-42, M1 Garand, (With and without bayonet) Possible MG-34, M3 Grease Gun (with detachable OSS suppressor) M2 Flamethrower, STG 44, M1 Carbine, Lewis Gun (Possible) M1897 Trenchgun (Is chamberloaded with a dragon's breath round) MP40, Karabiner 98K, Springfield M1903A1 with a 7.8x Unerti scope, an Aircraft Lewis gun is seen in the hands of a British soldier in the tank sequence, (?!) The tank gunner mans a Browning M1919A4, and last, but not least, A U.S. soldier draws akimbo M1911A1s in the last shot of the trailer. --[[User:50AEDeagle|50AEDeagle]] ([[User talk:50AEDeagle|talk]]) 12:32, 13 June 2017 (EDT)&lt;br /&gt;
:I'm glad to see gore will be a thing again, something lacking from  Battlefield 1.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:48, 13 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
More gameplay! https://www.youtube.com/watch?v=2TG9UHHZT1k&lt;br /&gt;
&lt;br /&gt;
That drum-fed Machinegun is confirmed as the MG15, a bipod can be used when a player is prone. (Possibly on a ledge too?) The Thompson M1928 is confirmed, (Also able to attach a suppressor) BAR is confirmed, Panzerschreck is confirmed, and everybody's favorite Mauser M712 Schnellfeuer is confirmed as a usable sidearm. --[[User:50AEDeagle|50AEDeagle]] ([[User talk:50AEDeagle|talk]])&lt;br /&gt;
:For the record, were Dragon's Breath rounds even a thing in WW2? Also, it's called an M1928, but it seems to actually be an M1A1. Furthermore, for some reason, the (impossible) drum magazine holds only 45 rounds, instead of 50. There is also the ability to place mounted MG42s, which, for some reason, hold an infinite amount of rounds in the 50-round belt drum, and cause inconsistent levels of screen shake. Also, isn't the MG15 supposed to fire faster than that (and, for that matter, supposed to be a vehicle-only weapon, lacking even a stock)? The MG on the tank seems to be an M1919 with infinite ammo and an exceptionally slow fire rate. S-Mines are confirmed, referred to as &amp;quot;Bouncing Betties.  Still, it is only an early alpha, so here's hoping that they fix some of these issues prior to the game's release. See ya, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:12, 13 June 2017 (EDT)&lt;br /&gt;
::Pretty sure this 45-round capacity is due to the extended mag's arbitrary 50% increase from the base 30-round magazine. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:28, 14 June 2017 (EDT)&lt;br /&gt;
:I think that's a Nydar reflex sight mounted on the BAR. It'll be kinda dumb if they shoehorn rail attachments into everything.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::I don't think adherence to historical reality is something that's an ironclad rule in the AAA videogame industry, otherwise they wouldn't have every other soldier be a female.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 20:47, 13 June 2017 (EDT)&lt;br /&gt;
:Multiplayer gameplay shows that the Winchester 1897 trench gun is somehow able to hold 9+1 rounds. Also, equipping the Kar98k with the &amp;quot;extended mags&amp;quot; option gives it what appears to be a 20-round detachable trench mag, yet only increases the capacity to 7 rounds. --[[User:SpectralNova|SpectralNova]] ([[User talk:SpectralNova|talk]]) 08:34, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== So what number is this? ==&lt;br /&gt;
Is it the 578,978,671st or 578,978,672nd WWII FPS? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:19, 14 June 2017 (EDT)&lt;br /&gt;
:It's the googolplexth one, mate. On a more serious note, there's a magazine-fed shotgun in the selection menu, referred &amp;quot;Toggle Action&amp;quot;; what weapon is it, exactly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 14 June 2017 (EDT)&lt;br /&gt;
::Where, pray tell, is this weapon list? I've found a few toggle-locked shotguns (one of which, designed by Walther, actually made it into production), but they're all tube-fed. I would like to get a look at this thing, whatever it is. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:17, 14 June 2017 (EDT)&lt;br /&gt;
:::[http://www.youtube.com/watch?v=mkMaSaRbTLM Here] at 0:21. The magazine seems too small for shotgun shells, so I don't know what they slapped here, maybe a rifle erroneously assigned as a shotgun due to early testing or something? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:08, 14 June 2017 (EDT)&lt;br /&gt;
::::I just googled &amp;quot;toggle action shotgun&amp;quot; and [http://forums.gunboards.com/showthread.php?262846-The-Walther-automatic-shotgun this] came up, I think it is the Walther design that Pyro mentioned, that actually dates back to the end of WWI. I assume the magazine is just something Sledgehammer shoved in there, the receiver design is identical.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:28, 14 June 2017 (EDT)&lt;br /&gt;
:::::Having a look at the weapon design, the magazine seems to be lifted off of another obscure Walther design, the [https://www.forgottenweapons.com/ria-walther-a115-prototype-rifle/ A115]. Maybe they're just being dumb, or maybe they're trying to make some sort of secretive Zombies joke/reference. Who honestly knows. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:49, 14 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP44k ==&lt;br /&gt;
&lt;br /&gt;
So in the trailer, many of us have noticed the shortened version of the MP44. This actually does exist in real life, but no one knows whether it was a rejected last ditch weapon, or a home made weapon. Forgotten Weapons has featured this, but with little information. &lt;br /&gt;
https://www.forgottenweapons.com/guns-that-should-have-been/&lt;br /&gt;
I remember reading on another forum how it's actually an MKB42h that has been shortened down. &lt;br /&gt;
The truly ironic thing here is the vague resemblance to the MP5, since the MP5 and STG44 are related. The MP5 coming from the G3, which in turn came from the CETME rifle which was modified from the Mauser STG 45 last ditch assault rifle. &lt;br /&gt;
If anyone has more information though, please share. That'd be lovely. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 16:30, 15 June 2017 (EDT)&lt;br /&gt;
:There was no shortened version of the MP44 actually made during the war as far as I know. The one you linked to above is a modern built custom gun, as stated in the description on the page. There are also some images of an MP44 with a full length barrel with an MP40 stock, however I believe these are photoshops. On obvious reason that these didn't exist is that the MP44 has a long recoil spring that goes all the way into the stock. The custom gun you linked to gets around this by having a new spring inside the gas piston tube above the barrel. The reason that the German's went with the long spring was that they couldn;t make a short spring work due to poor quality steel, and this only got worse towards the end of the war so can't imagine any last ditch weapons would be able to be built like this. The last ditch equivalent to the MP44 was sort of the Gustloff VG1-5.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:23, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, so I'm guessing Sledgehammer saw the page and was like &amp;quot;Maybe we could include this in the game.&amp;quot; Even though they also claim historical accuracy. But we all know when it comes to WW2 games, Historical Accuracy is just a marketing word. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 18:35, 15 June 2017 (EDT)&lt;br /&gt;
::Sledgehammer's logic: It looks like something from WWII, so it probably is. Let's put it in the game--But only if it looks cool. And it also has to make cool &amp;quot;bang bang&amp;quot; noises when you pull the trigger. It's even better if it has a name that sounds old. --[[User:SpectralNova|SpectralNova]] ([[User talk:SpectralNova|talk]]) 19:04, 15 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
On another note, I saw shortened MP-44s in many old Soviet films. Do not ask how, but it somehow worked. -[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 16 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN weapons walkthrough ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=wFLSECMf8pk&lt;br /&gt;
&lt;br /&gt;
For MP Allied &amp;amp; German sides. Doesn't show Russian or mounted.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
:A couple of things to note here: the Winchester's extended magazine raises the capacity to 10 rounds (not 9+1 as previously stated, because even though the future is now, you still load all of the shells, then work the action on an empty reload), the Walther shotgun's magazine is actually a drum, and the reload animation has the player character lock back the bolt, replace the drum, then press on the back of the drum as if it were a bolt release to drop it, the M1911's extended magazine is hilariously long, I'm not sure if M712 mags drop free, the BAR is treated as closed-bolt (is anybody really surprised), the Thompson is never cocked, but Thompsons don't lock open on drums (and that's ignoring how drums don't even go in M1A1s), and that's pretty much the long and short of it. Did anybody notice anything else that they'd like to mention here? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:38, 16 June 2017 (EDT)&lt;br /&gt;
:The magical Springfield M1903 that have scopes and allow feeding with stripper clips. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 12:55, 16 June 2017 (EDT)&lt;br /&gt;
:::The K 98K uses detachable magazines instead of stripper clips.- [[User:Phillb36|Phillb36]] ([[User talk:Phillb36|talk]]) 15:54, 16 June 2017 (EDT)&lt;br /&gt;
::::I think that's just because it has an &amp;quot;extended magazine&amp;quot; attachment.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:44, 16 June 2017 (EDT) &lt;br /&gt;
::Snakes have started manifesting in my house after watching that video, oh my god. We have iron sights being sacrificed to the great god Nydar, drum mags that barely extend the magazine, soldiers that can somehow control stockless machine guns firing at 1000 RPM, the mystery Walther shotgun and more. I am really expecting this game to bomb now, because this is a new level of bad. --[[User:PaperCake|PaperCake]] 13:24, 16 June 2017 (EST)&lt;br /&gt;
:Say what you will about ''Infinite Warfare'', but you can have all the crazy-ass weapons you want in the distant future. A red-dot on a BAR? The extended mag K98k? Lewis guns? WTF? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:55, 16 June 2017 (EDT)&lt;br /&gt;
::After numerous updates we will get a Kolibri with drum magazine and a time-traveling man-portable M61 Vulcan with six detachable suppressors from supply drops. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:15, 16 June 2017 (EDT)&lt;br /&gt;
:::The combination of an Aircraft Lewis Gun with a stock is not as incorrect for WW2 as you might initially think. A large number of Aircraft guns fitted with stocks were issued to the Home Guard as AA weapons, and Aircraft guns were also still quite widely used in the desert. The reason for the shift over to Aircraft guns rather than the shrouded Ground guns was due to the fact that by WW2 they has decided that the shroud did not actually make any real impact on the performance of the gun and that it could function fine without it. I am still sceptical that you would ever see them in post D-Day Europe though, but I assume the reason they made the odd lewis choice is that it is one of the few single crew portable Allied MGs that has a capacity significantly greater than the BAR. I would almost be happier if they just used a Bren with those rare (but still real, just not in the ground role) 100 round drum mags.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:37, 2 July 2017 (EDT)&lt;br /&gt;
I have a burning desire to use that &amp;quot;Aliens&amp;quot; History Channel meme image right now. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:16, 16 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PPS-43? ==&lt;br /&gt;
We sure this is a PPS-43? Looks more like a PPSh-41 due to how the one hand is angled. Granted it is a far away shot but it does look more like the PPSh-41 then what's listed on the page.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 12:20, 26 July 2017 (EDT)&lt;br /&gt;
[[File:Codwwii_pps.jpg|thumb|none|500px|Look at the left hand and how it's angled. Pretty sure you don't hold the PPS-43 like that]]&lt;br /&gt;
:I'm tempted to agree with you here, Sean. Not only does the character hold the thing correctly for a PPSh (with no sign of clipping that would arise from using PPSh animations for a PPS), but I think that I can just ''barely'' make out a bit of wood above the user's right hand, which would give it away as a PPSh. Also, on a sidenote, any idea what the guy to his right is holding? Given the proportions of what seems to be a pan magazine on top of it, I'm tempted to say it's a DP-28, but the rest of the gun is giving me second thoughts. Any ideas?&lt;br /&gt;
::I think that is the DP-28 after comparing that to an actual DP-28.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:30, 26 July 2017 (EDT)&lt;br /&gt;
:::My guess would be that it is that weird hybrid Lewis Gun. From the screenshots in the Lewis section I can't tell if it has a bipod like this gun, but if you look at the 2nd image in the &amp;quot;Unknown LMG&amp;quot; section that gun is actually Lewis and you can see that it has the bipod as well. For some reason this gun appears to be a mirror image though, showing the right side of the receiver on the left side. On the topic of this section, I think that the picture looking down the sights is of an MG15 feeding from a single drum, which just leaves that weird MG that has that snail drum or whatever that is. There was a brass catcher for the Lewis that looked a tiny bit like this &amp;quot;drum&amp;quot;, but the rest of the gun looks off so I doubt it is that.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:06, 26 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M712 ==&lt;br /&gt;
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Looking at the model, the gun in-game isn't an M712. It clearly lacks the fire selector. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:52, 2 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP28, PPSh, and Type 100. ==&lt;br /&gt;
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Pardon me for asking, Ultimate94ninja, but where exactly are you getting this information about these SMGs being in the game? Also, since we're here, let's start a weapon wish-list for this game. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:41, 19 August 2017 (EDT)&lt;br /&gt;
:There were some recent gameplay videos that showed the Type 100. It seems a little late for a weapon wishlist, don'tya think?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:32, 19 August 2017 (EDT)&lt;br /&gt;
::There's been a recent GameInformer video confirming these three weapons. We didn't see actual gameplay of the MP28 (provided that it is actually one), but its pickup icon was shown, and it was referred to as &amp;quot;Waffe 28&amp;quot;, for some reason (maybe due to copyright naming or something). As for a wishlist, well, some new CoD weapons are still popping up in gameplay videos of the game (not to mention the likeliness of additional DLC weapons - probably not form supply drops seeing as SHG confirmed these will only contain cosmetic content... for now), so why not? Let's see: the German pilots' Luftwaffe Drilling would be a pretty fun idea. The MG13 would have made more sense than the MG15 (was the latter even usable as an infantry weapon? Pretty sure it was only for aircraft and the like). I'd also like to see the M1917 revolver, Browning Auto-5 and AVS-36. The Fedorov Avtomat was used less than during WWI, and the M2 Carbine didn't see much use before the end of WWII, but... *coughs at BF1*. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:36, 20 August 2017 (EDT)&lt;br /&gt;
:::It's not even known exactly, used whether Födorov in WW2 actually. But there is information that the [[Tokarev M1927]] was in limited use at the early stage of the war. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:14, 20 August 2017 (EDT)&lt;br /&gt;
::::Would be funny to see the Spasov M1944 Trigun btw. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:32, 20 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:SpasovM1944Trigun.jpg|thumb|none|500px|Spasov M1944 Trigun - 9x19mm Parabellum]]&lt;br /&gt;
[[User:Prcsnv|Prcsnv]] ([[User talk:Prcsnv|talk]]) 20:17, 20 March 2019 (EDT)&lt;br /&gt;
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:::::Well, for starters, it'd make sense for them to have an MP28, considering its presence in IW as the &amp;quot;Trencher&amp;quot;. Regarding the MG15, it seems to have a stock attached, and I've seen images of ones set up like this (with a stock and bipod), but I can't imagine 75 rounds of 7.92 at 1,000 RPM to be the most practical thing. Given the other MGs included in the early build, it seems like they were trying to stay away from belt-fed guns, possibly because they haven't gotten that code worked out yet. And, as for the concept of a weapon wish-list, the game's still a fair few months away from release, so maybe they'll take some feedback and do things better at the actual launch. Not likely, but maybe. Now, the wish-list (ignoring the obvious, and changes to existing things, instead focusing on more obscure/odd things): a Maxim-Tokarev, a DT-29, a Type 89 &amp;quot;Knee Mortar&amp;quot; (either as some sort of kill/score-streak, or just as a way of saying, &amp;quot;to hell with balance&amp;quot;), some Italian equipment (Carcanos (inb4 they add the Tromboncino), Beretta M1934s and 38s, maybe 1918s, FNAB-43s, maybe Armaguerra M39s, Breda M30s, etc.) some Finnish stuff (possibly M39 Mosins, Lahti L35s, Suomi KP-31s, LS-26s, and maybe emplaced L-39s (or, knowing CoD, portable ones that you can run around and quickscope people with)), faction-based flamethrowers (e.g. instead of an M2, the Germans get a Flammenwerfer M35, the Japanese get a Type 100, etc.) plenty of French stuff (MAS 36s and (possibly 7.5mm converted) Berthiers, MAS 38s, MP35s, M1935 pistols (and perhaps some other elements of their veritable handgun salad), Chatellerault 24/29s, possibly Reibel MGs, etc.) a ZH-29, some Volkssturm stuff (VMG 27s, VStG 1-5s, etc.) and whatever other odd things that I can think of that definitely won't make it into the game. Maybe they'll even add one of those open-bolt Breda PG rifles that could fire in 4-round bursts. Well, regardless, I'm curious to see how this game turns out. See ya. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:01, 20 August 2017 (EDT)&lt;br /&gt;
::::::From what I've seen, the flamethrower killstreak is faction-appropriate in-game; the Americans get the M2 while the Germans get the F35. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:12, 20 August 2017 (EDT)&lt;br /&gt;
:::::::Having seen some of the other footage, I also noticed some gameplay with that one machine gun with a single side-mounted drum, which also seems to have standard CoD MG sights (that is, the actual slider is removed, leaving you looking through the empty sight leaf), the pickup icon of the M1941 Johnson, the M1 Carbine (still called the M1A1), some un-IDed AA guns firing in the end screen of the German win in the WAR mode, and some MGs on the Ball Gunner Turret streak (which I think are aircraft M2s, but I'm not sure). And yeah, the Germans do get the Flammenwerfer. Closing thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:38, 20 August 2017 (EDT)&lt;br /&gt;
::::::::I noticed something about the PPSh in the video. It seemed to have the magwell of a PPS-43. Was that possible in real life?  [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 18:44, 20 August 2017 (EDT)&lt;br /&gt;
:::Hahaha my first wish came true, the M30 Drilling is now revealed to be in the game. For some reason, the scoped Lee-Enfield (No.4, I presume) is referred to as &amp;quot;Commonwealth&amp;quot;. There's also the semi-auto &amp;quot;Karabin&amp;quot;, which I'm pretty sure is a Polish Kbsp wz. 1938M (fitted with a scope). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:58, 22 August 2017 (EDT)&lt;br /&gt;
::::For the record, would you mind giving some sources/videos where these new weapons can be seen? I'm pretty curious to see the Karabin. Also, yeah, I don't get the whole &amp;quot;Commonwealth&amp;quot; thing. I mean, it's not that hard to call it the &amp;quot;Lee-Enfield&amp;quot; or something like that, and it might get confusing if you're fighting for the British Commonwealth with a Commonwealth. And as for the Drilling, it seems to be treated as a standard double-barreled shotgun (a la World at War), with the 3rd barrel unused, but this might change (and it'd be really cool if it did; I just envision using whatever button you'd normally use to switch to an M203 or something to instead change your 2-shot shotgun into a 1-shot (and 1-shot-kill) rifle). Well, we can only hope that they do a good job with this game. And on a sidenote, does anybody else find it odd that the No. 69 grenade is treated as a flashbang in-game? I mean, I get that being a CoD game, it kinda needs something of the sort, but still. It's odd. Well, see ya. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:55, 22 August 2017 (EDT) P.S.: I'm pretty sure it'd be an anachronism (I couldn't find a date of design for them online), but I'd almost want to see a Schermuly Training Grenade be the game's flashbang, and instead make the No. 69 a proper impact grenade. Almost.&lt;br /&gt;
:::::I was working on the screencaps as you were typing this ;) I've added them to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:21, 22 August 2017 (EDT)&lt;br /&gt;
Oh dear, the Kbsp wz. 38M is depicted with a detachable mag in-game. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 07:01, 24 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
So the Drilling is treated as a double-barrel shotgun.......unless you take &amp;quot;Rifle Bullets&amp;quot; as an attachment, which will then give you the option to load and use that third barrel, turning the weapon into a single-shot rifle that can one-hit from torso up with no damage dropoff, like a sniper rifle. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:56, 31 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PPSh-41 with PPS-43 magwell ==&lt;br /&gt;
&lt;br /&gt;
So I noticed something in footages involving the PPSh-41. It seemed to have the magwell of a PPS-43. Was that possible in real life? Obviously no standard issue PPSh's had that kind of magwell, but would it theoretically be possible to do such to a PPSh? [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 22:23, 22 August 2017 (EDT)&lt;br /&gt;
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Update: I've confirmed it uses a PPS-43 magwell, even with the drum mag variant, which has the drum clip through the magwell. Hopefully this is just due to the fact the game is unfinished, and will be ammended in the end. [[User:Aimigen7|Aimigen7]] ([[User_talk:Aimigen7|talk]]) 20:22, 25 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==A quick note or two==&lt;br /&gt;
Firstly, the suppressor on the Thompson and the PPSh-41 is apparently the Maxim silencer, while the one on the MP40 and the Type 100 is based on something like [[:File:Luger P08 suppressed.jpg|that of the Luger P08]]. Either way, it's in your dreams that such suppressors would fit on these weapons.&lt;br /&gt;
&lt;br /&gt;
Secondly, regarding the M1941 Johnson: the real one has a 20-round magazine, but I've read that &amp;quot;additional five rounds could be loaded into the receiver making the total capacity of the weapon 25 rounds&amp;quot;. I guess that would explain the in-game 25-round capacity (I've got to say, though, the in-game model shows a straight magazine rather than a curved one). Also, as I've stated in the page, it's incorrectly assigned as a rifle rather than an LMG. Now either they confused it with the [[M1941 Johnson rifle]] (lol) or, amusingly, could have been intended to pass for the M1947 Johnson auto carbine (look [http://web.archive.org/web/20160310070701/http://milpas.cc/rifles/ZFiles/Semi-automatic%20Rifles/US/Johnson%20Carbine/Johnson%20Carbine.htm here] and [http://ultimate-world-war-ii.tumblr.com/post/100515794284/the-johnson-auto-carbine-in-addition-to-these here]), which looks pretty much the same as the LMG, but is semi-auto and would be anachronistic as it was designed in 1946 (and out of place anyway since this prototype was very rare).&lt;br /&gt;
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--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:59, 24 August 2017 (EDT)&lt;br /&gt;
:Well, from what I've seen, the Johnson only gets the proper magazine model with Extended Mags, which raises the capacity to 37. It's hardly the most ridiculous of the upgraded magazines, however. Not including the ones already mentioned, the P08 gets a 32-round ''Trommelmagazin 08'' with a 12-round capacity with Extended Mags, while the MP28 gets the same model, but with a 48-round capacity (amusingly enough, it already held 32 rounds), the MG15 starts out with half of its magazine (i.e. one drum instead of 2), which gives it a 50-round capacity, while Extended Mags raises that to 75, and gives it both drums (in defiance of simple logic, as this would imply that one drum holds 50 rounds, and then another one that's exactly the same size holds 25), and the Bren gets the MG15's default half-saddle-drum with Extended Mags, which raises the capacity to 45 rounds. *Sigh*... It's like they're trying to screw with us. Well, anyways, look below, for my response to the question that you actually asked for an answer to. See you in literally less than 2 seconds, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:03, 9 September 2017 (EDT)&lt;br /&gt;
::They made the extended mag attachment give 50% more capacity regardless of how much ammo that mag could actually hold, so this is why we're seeing nonsense like the 20-round trench mag for the Kar98k only holding 7 rounds, for example. As if the mag being depicted as detachable wasn't already enough. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 10:19, 9 September 2017 (EDT)&lt;br /&gt;
::Also, regarding the Mauser, is it really appropriate to list is as a C96? Granted, the presence or absence of a fire selector is an important feature, but due to the detachable box magazine I feel we should actually list is as an M712, just with the selector missing. I mean, it's not like CoD has ever been accurate in terms of fire selectors (bar MW Remastered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 9 September 2017 (EDT)&lt;br /&gt;
:::Well firstly, I initially listed it as that because I had only seen in-game footage, and the only way to see the right side was during the inspection animation, wherein the character held their index finger ''exactly'' over the mag release, so I wasn't sure whether or not it was there, and I assumed it wasn't, given the lack of a fire selector. Now, seeing as it has one of the 2 main identifying features of the M712, thus putting the ID somewhere in-between, I'm not really sure what to call it. Any ideas? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:03, 9 September 2017 (EDT)&lt;br /&gt;
::::Detachable magazine isn't unique to the M712, there were other C96 variants with that (for example the [https://jamesdjulia.com/item/1268-369/ M1917 Trench Carbine], and it looks like Federal Ordnance [http://www.e-sarcoinc.com/c96frameonly.aspx made a detachable magazine C96 frame they called the M713 a while back]). Needs a fire selector to not just be a C96 with a converted mag. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:03, 4 October 2017 (EDT)&lt;br /&gt;
:::::So we keep it as a C96? (in that case, were there conversions that allowed full-auto fire on a C96?) I've got to say (if we list it as such), the in-game model lacks the rectangular milled panel above the pistol grip, similarly to [[:File:Whats up doc.jpg|this early C96 prototype]]. On a side note, that also means we'll have to change the Mauser section on [[Order: 1886, The|The Order: 1886]] page to C96. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:29, 4 October 2017 (EDT)&lt;br /&gt;
::::::Well that prototype doesn't lack it, it's just extended forward right up to the magazine, some of the Astra clones lack it though (eg [http://www.imfdb.org/wiki/File:ASTRA900.jpg Astra 900]). The slab-sided lower is more typical of the [http://www.imfdb.org/wiki/File:Mausermarina.jpg Italian Regia Marina version], though obviously it has the wider magwell of a detachable magazine variant, so we're talking frankengun. Looking at [http://www.imfdb.org/wiki/File:The_OrderC81-1.jpg this image], the one in The Order seems to have the fire selector switch from an [http://www.imfdb.org/wiki/File:ASTRA903.jpg Astra 903] on the concept art. In-game model instead got a mag release that's missing on the concept art, but we don't have a shot of the left side so I can't say if it has an M712 fire selector there. EDIT [https://i.pinimg.com/originals/8d/a2/6a/8da26a8bafbfa2d616593b5e2c01323d.jpg found one], no selector, is a C96. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 07:41, 4 October 2017 (EDT)&lt;br /&gt;
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==Weapon ideas from Battlefield 1==&lt;br /&gt;
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I get for multiplayer, there needs to be weapon variety and gamers these days are spoiled for choices, but this is a WWII game. I remember back in the day you don't get any extra stuff. I do hope in the single player, they don't put reflex sights on all the rifles you pick up. The past COD games of WWII were as authentic as you can get. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:20, 21 September 2017 (EDT)&lt;br /&gt;
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Methinks you hit the nail on the head with that Battlefield 1 comparison. I feel like a lot of the, uh, artistic licence taken with the guns in this game is because Battlefield 1 wasn't 100% accurate with weapons either. And COD WWII clearly wants to be Battlefield 1. Of course, while Battlefield 1 did take some extensive liberties (I'm fairly sure that no Kolibri pistols were shipped to the front lines), they were subtle and thematically made sense; sure the Huot was never used in WWI, but it doesn't look out of place being there. COD WWII meanwhile is like &amp;quot;Eh, slap that removable magazine on that fixed internal magazine rifle, I'm sure no-one will notice&amp;quot;. Part of me wonders if they'll add the AK in as well. &amp;quot;Well it was developed in 1947, so that's close enough, right?&amp;quot; --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 20:35, 7 October 2017 (EDT)&lt;br /&gt;
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:Well, Activision/Treyarch aren't ''that'' stupid, but I would totally bet that the STG-44 will the the equivalent of the AK-47 - considering they have a &amp;quot;customized&amp;quot; kurtz STG-44 that basically is COD's way of sneaking in their favorite AKSU. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 20:51, 7 October 2017 (EDT)&lt;br /&gt;
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== Please help ID this revolver ==&lt;br /&gt;
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[http://youtu.be/PQHMALPXsoI?t=6833 Here.] Be warned that this video contains spoilers, so watch it at your own risk (I think it's the only part of the game where this weapon is seen). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 3 November 2017 (EDT)&lt;br /&gt;
:I'm not entirely sure (or maybe I just don't want to be), but that may or may not be a Webley Mk. VI with a swing-out cylinder. I mean, I get that that's not the point of the cutscene, but ''come on''. They could've just used the standard M1911A1 or something. In other news, [https://www.youtube.com/watch?v=c_BtE43jfLM this] should be helpful. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:00, 3 November 2017 (EDT)&lt;br /&gt;
::It is an [[Enfield No. 2]], the British Government knock-off of the Webley rather than actually a Webley. I have no idea why they would give it a swing out cylinder though, I assume it was just total ignorance on the part of the animators just assuming that all revolver have a swing out cylinder.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:10, 3 November 2017 (EDT)&lt;br /&gt;
::::I think they should have used the Colt M1917 instead because it was the service revolver of the US Army during WWII. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 13:49, 9 November 2017 (EST)&lt;br /&gt;
:::Anyway, what a mysterious Tommy Gun there? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 17:30, 3 November 2017 (EDT)&lt;br /&gt;
::::Yeah, that Thompson looked odd. It had a drum magazine and a foregrip, with a completely smooth, thin-profile barrel, and a firing sound like a rather anemic popgun. Anyways, back to the revolver, there are a couple more oddities: it fires a total of 7 rounds before reloading (2 in the suspiciously clean, evil-looking, and slow-to-act German tank commander, then 5 before reloading), it doesn't seem to have an animated hammer or cylinder, and it is reloaded by swinging out the cylinder, which causes 1 spent casing to fall out automatically, then reloaded by bringing it off of the screen for a bit. There's also the fact that the Germans are missing like Stormtroopers from, what, 30 feet away? And that's not even getting started on the weapon animation video (which you guys should really check out - some of the stuff, like the SVT-40 reload, has to be seen to be believed), or on some other parts of the scene. Anyways, that's all for now. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:49, 3 November 2017 (EDT)&lt;br /&gt;
:::::Yep, at first when you get rid of that German guy and continue to fire, you shoot more than 6 rounds in total, but when you reload and continue after this, you get the correct capacity (and yeah, why is only ONE round ejected when reloading?). Also wow, MAR is damn fast with uploading his slow-mo videos, though even before it I noticed that the FG 42's charging handle doesn't even move back when you pull it, and that the sawed-off double-barreled shotgun is apparently depicted with an automatic shell ejector. Need I say more? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:16, 3 November 2017 (EDT)&lt;br /&gt;
:::::Well, U94N, I think that the reason that the charging handle doesn't move when you pull it is because that's not the charging handle, that's the ''case deflector''. The actual charging handle is even part of the model and everything, it just isn't actually used. *Sigh*... [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:32, 5 November 2017 (EST)&lt;br /&gt;
::::::I have only watched the video and not played the game at all, but what is wrong with the sawn off shotgun ejecting? Shotguns can have either ejectors or extractors, in fact based on the fact that the ejector/extractor in question is split down the middle I think that this means that it probably has ejectors (comapre [http://www.hallowellco.com/ejectors_and_extractors.htm this] image, the left gun has ejectors and the right just extractors).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:41, 3 November 2017 (EDT)&lt;br /&gt;
:::::::Ah... I saw [[Call of Duty: Modern Warfare 2#Sears Ranger|this]] and thought that such side-by-side shotguns weren't supposed to have this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 19:17, 3 November 2017 (EDT)&lt;br /&gt;
::::::::Not to mention that all of the shotguns have the correct brass-cased shells, except for the sawn-off shotgun, which ejects enormous plastic-cased ones instead. At some point, when all is said and done, I might just compile a list of everything wrong with the guns in this game, just to see how long it is. EDIT: [https://www.youtube.com/watch?v=6PPXiO8QMw8 Here's another good resource]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:25, 3 November 2017 (EDT)&lt;br /&gt;
:::::::::Btw I should have mentioned this a while ago, but in regards to the FG 42, turns out the charging handle '''is''' actually used. With the underhand technique (which is out of place since I believe it was first used by the Spetsnaz on the AK rifles), the player character releases the handle that is locked back on an empty reload (yeah, it's hard to see unless you check in slow motion; it is in fact depicted as closed bolt, which is only correct when used in semi-auto). Fun fact: on a non-empty reload, the bolt is locked back as well, even though it isn't when you're inspecting the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:13, 3 February 2018 (EST)&lt;br /&gt;
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Aaaaaaand all the bolt-action rifles get a detachable magazine in-game with the extended mag attachment (EDIT: forgot that the real Lee-Enfield does use detachable mags). So does the M1 Garand, but here I got a question, did the conversion allowing the standard M1 to use a 20-round BAR mag exist during WWII? ([[List of weapons used by U.S. Armed Forces#Experimental|This]] states that at least the Springfield T20E2 was in 1945) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:16, 4 November 2017 (EDT)&lt;br /&gt;
:The T20 was tested towards the end of 1944, used detachable BAR magazine and fired semi from a closed bolt and FA from an open bolt. The later ones like the E2 had an improved mag and couldn't feed from BAR mags (although the T20E2 mags could go in a BAR which didn't make all that much sense as the idea was that the T20E2 would replace the BAR as well as the M1) and fired from a closed bolt in FA. There were also differences with the flash hiders and whether or not the rifles can take bayonets and grenade launchers. It is all kind of academic though, as these were purely experimental weapons that were never adopted or deployed so have no real business showing up in this game.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:13, 4 November 2017 (EDT)&lt;br /&gt;
::Makes sense; either way, the M1's depicted extended mag doesn't exactly match the magazine of the BAR nor the T20E2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:31, 5 November 2017 (EST)&lt;br /&gt;
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If they were going to do that stripper clip bullshit, then they might as well have let you reload the Lee-Enfield by swapping out its detachable standard 10-round mag. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 10:45, 4 November 2017 (EDT)&lt;br /&gt;
:As I recall that's already been in a CoD game, I think it was ''Finest Hour''. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:18, 6 November 2017 (EST)&lt;br /&gt;
::Yeah, it's indeed in Finest Hour. Btw I'm still baffled that despite the extended mags of the Lewis gun and the Bren holding correctly 97 rounds and 100 rounds respectively, they have those side drum abominations rather than the appropriate pan magazines (WTF were the SHG dudes smoking when they created that weird mag extension for the Lewis?) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:34, 6 November 2017 (EST)&lt;br /&gt;
:::At a guess they probably saw a picture of a Lewis with a brass catcher like [http://www.allworldwars.com/image/097/LewisMachineGun26.jpg this] and completely failed to realise what they were looking at. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:54, 6 November 2017 (EST)&lt;br /&gt;
::::Actually, looking at it, I think that it might just be the most bizarre use of the ''Trommelmagazin 08'' yet. Granted, the proportions are changed, and it's modified to fit onto the Lewis's magazine pivot, but it from what I can tell (which isn't much, as the weapon's first-person animations seem hell-bent on preventing you from getting a good look at it), it seems that the Lewis's 97-round pan mag is a giant TM08. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:54, 5 December 2017 (EST)&lt;br /&gt;
Completely out of left field here, but I think that the Jupiter variant of the M1911 might actually be a Colt M1903, given its appearance. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:58, 4 November 2017 (EDT)&lt;br /&gt;
:Seems a hell of a lot more like a 1911 with the thumb safety removed and a rounded hammer added, but I see how you'd think it's a 1903. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 17:45, 7 November 2017 (EST)&lt;br /&gt;
::I was more talking about the muzzle end, with no barrel bushing and the distinctive holes in the front of the slide beneath the barrel. Then again, the modified 1911 idea is also possible. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:03, 7 November 2017 (EST)&lt;br /&gt;
:::It isn't really anything real, but to me it looks like a M1902 Sporter slide mashed together with a M1911 machine pistol frame.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:22, 7 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Epic weapon variants video ==&lt;br /&gt;
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A quick video showing the epic weapon variants in the game's wacky loot system: https://www.youtube.com/watch?v=xfqGYNEKZ2I&lt;br /&gt;
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Some of the variants almost look like completely different weapons, such as the &amp;quot;Thrive&amp;quot; PPSh-41 variant (lol). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 21:39, 6 November 2017 (EST)&lt;br /&gt;
:Some other stuff to note: The M1 Garand &amp;quot;Rookie&amp;quot; skin gives it a ridiculously short barrel and the pistol grip from a Beretta BM-59 Alpine, albeit without the accompanying collapsible stock; the &amp;quot;Shack Man&amp;quot; SVT-40 makes it look like an AG42B Ljungman with a short barrel and metal heat shield; the aforementioned &amp;quot;Thrive&amp;quot; PPSh has an SVT-40's barrel shroud/heat shield; the &amp;quot;Jupiter&amp;quot; M1911, while reminiscent of an M1911 machine pistol conversion, actually looks more like a Colt M1903 at its core (note the distinctive end of the slide, compared to the 1911's); the &amp;quot;Heimat&amp;quot; C96 has a shortened barrel, but not quite like that of a Bolo, especially considering the standard grips; the &amp;quot;Roundabout&amp;quot; Lee-Enfield somehow has unchanged stats despite basically being turned into an Obrez; I know for a fact that I've seen the &amp;quot;Revised&amp;quot; FG42 or something like it somewhere, but I can't place it; same goes for the &amp;quot;Candy&amp;quot; M3 Grease Gun (I might update this list later); the &amp;quot;Shorty&amp;quot; MG15 has no stock, a shortened barrel, sights that are backwards to their normal arrangement, and part of the barrel shroud from a Maxim LMG08 Zeppelin Gun; the &amp;quot;Jawbreaker&amp;quot; M1941 Johnson &amp;lt;s&amp;gt;gets the 2-tube stock from&amp;lt;/s&amp;gt; becomes an M1944; the &amp;quot;Bite The Dust&amp;quot; M1 Carbine gets the correct M1A1 folding stock, along with an inexplicable long barrel and handguard; the &amp;quot;Zipper&amp;quot; MG42 looks more like an MG34; the &amp;quot;Midnight&amp;quot; wz. 38M looks uncannily like a MAS-44; the &amp;quot;Wunderwaffe&amp;quot; MP40 is a stylized/modified MP41; the &amp;quot;Checked Out&amp;quot; Type 100 gets the barrel shroud from an MP35; the &amp;quot;Ranger&amp;quot; M1903 Springfield turns it into an M1903A4, albeit with a fictional 2-piece C-stock; and lastly but not leastly, the &amp;quot;Enigma&amp;quot; Toggle Action has a forend conspicuously similar to the &amp;quot;Muramasa&amp;quot; from ''RE:Revelations''. Anything else that we should note on the main page? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:35, 6 November 2017 (EST) P.S.: God damn, I need to write less. Seriously, when all is said and done, this is going to come out to, like, 2,000 characters. I need help.&lt;br /&gt;
::Jupiter - [[Colt Model 1902]]. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 11:11, 8 November 2017 (EST)&lt;br /&gt;
:::Good catch Slon, I hadn't noticed the forward cocking serrations. Frankly, it looks like they've turned the M1911 into a near-perfect M1902 Sporter, apart from the slide release, and added a foregrip and stock. What entirely escapes me, however, is ''why''. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:29, 8 November 2017 (EST)&lt;br /&gt;
::::Maybe the modeler was inspired by the pistols that Samuel L. Jackson carried in the recent Kong movie?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:07, 8 November 2017 (EST)&lt;br /&gt;
:::::If we're talking movie guns here, the ones from ''100 Rifles'' or possibly ''Winter's Tale'' (if either, then more likely the latter, considering the engravings) could have served as an influence. Really, though, I don't think we'll ever quite understand the thought process that goes into designing the weapons for CoD games... [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 8 November 2017 (EST)&lt;br /&gt;
Well, shit. It seems that this is going to be far more complicated than we thought. It turns out that there are multiple different variants of each weapon that can change their ID to the same thing (e.g. multiple PPSh variants change it into a PPS, multiple M1 Carbine variants change it into an M1A1, etc.), including a few we've missed, like an M1897 variant that turns it into a Model 1912, an MG15 variant that turns it into an ST61 (basically the same gun, but with a different carry handle and a water-cooled barrel), a Bren variant that apparently turns it into a Type 99, an M1903 variant that supposedly turns it into a Winchester Model 70, and perhaps most confoundingly, an M1911 variant that turns it into, drum roll please, a Steyr M1912. Of course, thesis subject to updates, so we may spend the rest of our lives sorting out all the different ID-changing weapon variants in this game. See ya, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:33, 19 November 2017 (EST)&lt;br /&gt;
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https://www.reddit.com/r/WWII/comments/7emwtv/every_variant_for_weapons_ingame/&lt;br /&gt;
Okay, here's a Reddit link showing more of the weapon variants. Expect them to be ridiculous. :D --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 18:09, 23 November 2017 (EST)&lt;br /&gt;
:https://www.reddit.com/r/WWII/comments/7denlk/fun_fact_the_triple_variant_of_the_m30_luftwaffle/ Reddit says that the Triple variant for the M30 Drilling (Heroic, not Epic) turns it into a [https://en.wikipedia.org/wiki/TP-82 TP-82] Soviet space gun. I think some of the other M30 Drilling variants in the gallery looks similar to the TP-82 too.  --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:09, 27 November 2017 (EST)&lt;br /&gt;
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== Cut weapons ==&lt;br /&gt;
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https://www.reddit.com/r/WWII/comments/7e5hfs/call_of_duty_wwii_new_weapon_pics_information/&lt;br /&gt;
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There are some cut weapons from the game such as the Sten and Gewehr 43; shall we include those? --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:55, 20 November 2017 (EST)&lt;br /&gt;
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:We don't usually do leaks, and I bet this is DLC that'll come out later. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 09:59, 20 November 2017 (EST)&lt;br /&gt;
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https://www.youtube.com/watch?v=tfLiTyLQfmw&lt;br /&gt;
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The Sten, Gewehr and a new LMG are now confirmed DLC weapons for the Winter Siege update. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:58, 7 December 2017 (EST)&lt;br /&gt;
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:I think that the LMG is a [[Breda Modello 30]]. In game it seems like that call it the &amp;quot;GPMG&amp;quot; which it absolutely isn't, feeding from a fixed 20 round mag topped up by weird sort of stripper clips.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 11:21, 7 December 2017 (EST)&lt;br /&gt;
::It was more of an NPMG, really. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:44, 7 December 2017 (EST)&lt;br /&gt;
:::Lol good one. Given the winter theme, I think a more fitting set of weapons would be the ones used during the Winter War (e.g. old favorites such as the Mosin-Nagant and DP-28, and possibly new stuff like the Finnish KP/-31 or LS-26).  Still, I welcome the Gewehr and Sten into the arsenal (which should have been there in the first place). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 14:45, 7 December 2017 (EST)&lt;br /&gt;
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== Question, is there a Variant similar to this weapon? ==&lt;br /&gt;
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[[File:Kalashnikov SMG.jpg|thumb|none|500px|Experimental Kalashnikov submachine gun from 1942, sometimes rather misleadingly dubbed the &amp;quot;AK42&amp;quot; - 7.62x25mm Tokarev]]--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 17:01, 4 December 2017 (EST)&lt;br /&gt;
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:What would the AK42 be a variant of, the PPSh? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:06, 4 December 2017 (EST)&lt;br /&gt;
::This is experimental SMG, one of the first designs by Kalashnikov, chambered in 7.62x25, and it has nothing in common with AK. Please don't call it AK42, this is completely wrong and confusing. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:27, 5 December 2017 (EST)&lt;br /&gt;
:::Sadly that's what most Western sources call it, though I've moved the file and modified the description to be a bit clearer. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 11:33, 5 December 2017 (EST)&lt;br /&gt;
::::Thanks, I hope that maybe IMFDB would help in promoting more correct name. There is [http://en.museum-mtk.ru/armourers/kalashnikov/weapons/ some data on this gun] on the web site of Kalashnikov Museum (the entry, entitled &amp;quot;1. Submachine gun prototype designed in 1942&amp;quot;). [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:54, 5 December 2017 (EST)&lt;br /&gt;
:And in response to the original question, no, there isn't any variant similar to it, aside from the fact that the nearly indentical PPS-43 style folding stock is used on the &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:44, 5 December 2017 (EST)&lt;br /&gt;
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== Variants ==&lt;br /&gt;
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The Type 99 is the &amp;quot;Royalty&amp;quot; Variant of the Bren, and the &amp;quot;Buck Private&amp;quot; variant of the Thompson is the VietCong Thompson (I think)--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:08, 6 December 2017 (EST)&lt;br /&gt;
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== Wonders of the campaign ==&lt;br /&gt;
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https://www.youtube.com/watch?v=EpBVCbjoY1s&lt;br /&gt;
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I especially like the M1911 emptying itself. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:56, 9 December 2017 (EST)&lt;br /&gt;
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== SVT-40 S.O.L Variant ==&lt;br /&gt;
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I think the S.O.L Variant is closely resembles to the SKS, or AS-44--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:15, 10 December 2017 (EST)&lt;br /&gt;
:The front end doesn't match, but the receiver makes me think of an AG42B Ljungman. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:13, 10 December 2017 (EST)&lt;br /&gt;
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==Additional Images==&lt;br /&gt;
Moved the &amp;quot;Brandi&amp;quot; variant of the M3 Grease Gun here, because it doesn't really look like a Błyskawica. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 11 December 2017 (EST)&lt;br /&gt;
[[Image:Blyskawica.jpg|thumb|none|400px|Błyskawica - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|]]&lt;br /&gt;
:I think that it looks like a Commando Mark III (which I'd love to hyperlink and/or give a comparison for, except it isn't on this wiki). Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:03, 11 December 2017 (EST)&lt;br /&gt;
::Are you talking about the Volunteer Enterprises gun? If so, that is actually listed in the [[Thompson_Submachine_Gun#Lookalikes|Lookalikes section on the Thompson page]]:[[ File:Volunteer enterprises Commando III.jpg |thumb|400px|none|Volunteer Enterprises Commando Mark III - .45 ACP]] However, I do not really see the resemblance to that particular gun, as if nothing else the Brandi has a tubular rather than square receiver. I could perhaps buy that it is based on a  [[Spitfire Carbine]] (the precursor to the Commando Mark II, the Volunteer Carbine, was a copy of the Spitfire Carbine with a different handguard) , but I can't really tell form the one screenshot on the page currently if this resemblance is more than coincidental.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:21, 11 December 2017 (EST)&lt;br /&gt;
:::Ah, thank you for pointing that out; I knew that I had seen something closer to this than the Commando. Thank you for the image, and for the suggestion. So, how do people here feel about the Spitfire ID? From what I can tell, the barrel is obviously shortened and fitted with some sort of shroud, but the upper is almost perfect, and the lower and stock are just about spot-on. On a sidenote, the &amp;quot;Candy&amp;quot; variant is essentially the same thing, but with a different finish, a different barrel shroud, and no stock. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:19, 11 December 2017 (EST)&lt;br /&gt;
::::I'm not 100% convinced. The shape of the lower appears to be a pretty close match (I'm ignoring the stock as this is from a Thompson anyway), but there are some big differences as well. The barrel is obviously wrong, the design and positioning of the sights is different, the charging handle is on the wrong side, and the position of the safety is farther forward. The Spitfire and Volunteer guns have a distinctive diagonal linkage on the magazine release which this gun seems to have, however it is on the opposite side of the gun so don't really know if it is a pro or con. All that said, I would probably say that it is at least in part based on the Spitfire (most notably with the shape of the lower), however there are a lot of liberties taken with it.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:54, 11 December 2017 (EST)&lt;br /&gt;
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==MP28 capacity==&lt;br /&gt;
So, per a recent edit, the real weapon doesn't accept a TM 08 snail drum, but it does have a different 32-round box magazine (a similar of which would be later used for the MP40, from what I've watched on a Forgotten Weapons video), right? And my other question is: did the MP18 and the MP28 have 50-round magazines? I've seen a mention of this on some sources, but I don't know which ones to trust, tbh. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:48, 18 December 2017 (EST)&lt;br /&gt;
:Not 100% but I believe that there were 50 rounders made for the MP28 but there were extremely rare. Much more common would be the 50 rounders for the Lanchester, which would be compatible as it was pretty much a straight rip-off of the MP28.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:18, 19 December 2017 (EST)&lt;br /&gt;
::Thanks. Do Lanchester magazines fit in the MP40 as well? (I'm not sure about that). Also since we're here, what specific models of double-barreled shotguns might have been used in World War II? (I know not in main combat, but still)&lt;br /&gt;
::On another note (something that I could have said long ago), I really want to punch SHG in the face for changing the firing sounds that were '''MUCH''' better in the beta.&lt;br /&gt;
::--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:28, 20 December 2017 (EST)&lt;br /&gt;
:::Magazine interchangeability between the MP28, Lanchester, STEN and MP40 is a bit of a tricky issue. Although they are all based on the same design (MP28) there are differences between them that make them not necessarily interchangeable. A lot of the time, whether a magazine will interchange is more down to the tolerances of the specific gun you are using. I believe that generally speaking, the MP40 will not take the magazines from any of the other guns, due to the fact that the magazine well is noticeably shorter. I know that an MP40 magazine can theoretically go in a STEN (with a bit of wobble as the magazine is too short but it supposedly works), and MP28/Lanchester mags will go in the STEN. However, standard STEN mags will not go in the MP28 due to the fact that the reinforcement on the top of the mag comes farther forward on a STEN mag, however it is possible to modify STEN mags to make them fit. I'm not sure if this also applies to the Lanchester, most sources seem to say that they will take STEN mags but I vaguely remember once reading that the original Lanchesters didn't, and it was the later ones where the design was modified to also take STEN mags. As for double shotguns, I do not think that there was really any military use of them during the war. They were mainly used by Partisan forces so they would just be random civilian models.   --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 04:55, 20 December 2017 (EST)&lt;br /&gt;
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==PPSh-41 &amp;quot;Duck Soup&amp;quot;==&lt;br /&gt;
It could have been inspired by something like [http://i14.photobucket.com/albums/a316/Melanteri/Scale%20of%20Issue/Kriminaalipepesha.jpg this]... although the basis is still that of a PPS-43. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:33, 3 January 2018 (EST)&lt;br /&gt;
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== The comment on the Garand reload ==&lt;br /&gt;
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While I'll freely say there is some badly done animations in this game, the Garand isn't entirely wrong. The bolt of the Garand can technically get stuck by everything from slightly too tight en-bloc clips to part wear, so you can just slap it forward where it'll pick up and chamber a round. --[[User:PaperCake|PaperCake]] 22:04, 3 January 2018 (EST)&lt;br /&gt;
:I want to add to the discussion. I've seen videos where people manually close the bolt on a M1 Garand, but I doubt that it's because of jamming. [[https://www.youtube.com/watch?v=OiTJOz1XFGA For example in this video.]] However, I lack knowledge on this part of the gun operation, so I can't give a proper explanation. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:52, 6 January 2018 (EST)&lt;br /&gt;
::More often than not, if you were to load a clip into a Garand in a WWII combat scenario my guess is that the bolt wouldn't close without giving it a tap. Garand clips are pretty tight, especially when they have not been used before which would have been the case back then. Also, the gun would not necessarily be totally broken in and smooth or have a lot of oil on it. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:53, 6 January 2018 (EST)&lt;br /&gt;
:::I heard the opposite, that wartime Garands had more powerful springs in them than modern ones (due to the invention of the lawsuit) and would quite happily go OMNOMNOMNOM on loading to a greater extent than modern ones. After all, it didn't get that reputation for nothing. A lot of these vintage Garands you're comparing a ~70 year old spring to a brand new one, too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:14, 6 January 2018 (EST)&lt;br /&gt;
::::I've handled a like-new Garand and it always needed a tap to go into battery. This was with spent/dummy rounds though which might have been the issue. According to the owner, the reason it was sticking was something to do with the fact that something in the magazine needs to broken in, either the follower or the magazine body itself I can't remember (it was probably 10 years ago at this point). This may be total bollocks as I have also heard the opposite, but the only Garand I have ever loaded was as-new and needed the tap. As for the eating fingers thing, this is kind of a separate issue to the reloading one. If you think about it, you can't actually get &amp;quot;Garand Thumb&amp;quot; (at least not a serious case) with a reload as the loaded clip and feeding round are taking up the space where your finger would have to be. When you can get it is lowering the bolt on an empty chamber as you need to push the follower down with your thumb deep in the action when the bolt releases. The other thing to bear in mind is that when you are pushing a full clip in you are pushing downwards with a fair amount of force on the top round which holds it in place in the clip. Regardless, I think the biggest factor of whether the bolt sticks or goes home is probably the condition of the clips, and also how clean and well oiled it is.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 14:20, 6 January 2018 (EST)&lt;br /&gt;
:::::I'd have thought that by the time you're done doing all your marksmanship, manual-of-arms and field-stripping during training, your Garand would probably be as broken in as it was ever going to get.&lt;br /&gt;
:::::[https://youtu.be/r-KVu_jko3s?t=90 That said, I'm not beyond admitting when I'm wrong]. So the correct thing to say here would be that the bolt should ''sometimes'' close on its own, should at least do ''something'' when the clip is inserted since there's nothing that could make it hang up in the fully-rearward position, and having it need a tap every time on every Garand in existence is a little unusual. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:36, 6 January 2018 (EST)&lt;br /&gt;
::::::I think that the norm is that if the bolt doesn't go home then it will strip the first round by something like a quarter inch or so, as I think that initially it pushes the round straight forward and it is only when it starts trying to steer the round towards the chamber than it will get hung up due to the geometry of the mag well. As for worn in guns, the gun you train with will not be the one you fight with. Due to the fact that the army was massively expanding, I imagine that when you were handed a gun as you trotted off to the front line it would have been a brand new from the factory gun. Lastly, that part of that video is a really good example of the way that you were actually trained to load a Garand. Most people will tell you that you were meant to hold the op-rod back with the blade of your hand, but this isn't what was actually taught at the time for loading (possibly it was for dropping the bolt on an empty mag, not sure on that one). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:44, 6 January 2018 (EST)&lt;br /&gt;
:::::::I'd have thought the taskforce for Overlord would have been issued a weapon when they were deployed to England, and keep running drills with that until they were sent into combat. I mean I can see that for later arrivals, but wouldn't they want the D-Day groups at maximum readiness? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:00, 7 January 2018 (EST)&lt;br /&gt;
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== Turner's Enfield  ==&lt;br /&gt;
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The section of the description about Turner carrying an Enfield revolver seems a bit pedantic IMO. Officers frequently carried non-standard sidearms, especially revolvers and it's shown in the game that your unit operated with the SOE. It seems pretty feasible for an officer, in Europe, who has worked with British special forces, to be carrying a British revolver--[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 17:26, 29 January 2018 (EST)&lt;br /&gt;
:I would think carrying an Enfield would be a bit of a diplomatic faux pas since British Tommies might think he'd burgled it from a corpse. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:59, 29 January 2018 (EST)&lt;br /&gt;
::Maybe but I doubt it. It was extremely common in both World Wars but admittedly more so in WW1 for US servicemen to use Webleys that they had modified to fire .45ACP instead of .455 Webley. Plus, while it's a part of war we'd rather forget, both sides were ill equipped for their combat conditions on numerous occasions(Americans at Bastogne, Germans on the Eastern front during the later years) so grave robbing was actually quite common --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 18:13, 29 January 2018 (EST)&lt;br /&gt;
:::Not to mention the question of where exactly he's supposed to get ammo. The U.S. didn't exactly have stocks of .38/200 just laying around. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:15, 29 January 2018 (EST)&lt;br /&gt;
::::Yeah that's the thing, it's possible to rationalise why he ''might'' have this gun, but it doesn't change that they don't explain it and with no explanation it's just kind of weird and inexplicable. You'd think something like that would be a plot point. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:19, 29 January 2018 (EST)&lt;br /&gt;
::::: Pyro, no but in WW2 Europe there were probably plenty of British arms depots. Evil Tim, from a gameplay POV that would be quite mundane. It's a minor, entirely plausible detail that only us anal gun nuts care about. There's also the fact that soviet firearms are pretty common in the market garden levels. Average gamer is probably gonna just think &amp;quot;hmm, I thought that gun was Russian&amp;quot; but anyone else who has a passing knowledge of WW2 firearms can rationalise it. It's not the norm, but it's plausible --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 18:35, 29 January 2018 (EST)&lt;br /&gt;
::::::Yeah, but it also wouldn't be a big deal to give him an M1911. So why give him this odd gun if you're never going to make any particular deal about him having it? It's like that part in ''Ghosts'' where Hesh picks up the MTs255 and is like NOTICE THIS THIS IS A THING and then it's never mentioned again. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:19, 29 January 2018 (EST)&lt;br /&gt;
:::::::The SOE didn't like the Webleys or Enfields for operations in Europe specifically for the reason of the lack of availability of the .38/200 ammo. This is the reason that they use the Inglis Hi-Power in 9x19mm which was a far more common and available round. As for why it is used in this scene, my guess is that it was just a game asset they realised they had made and were not currently using so decided to stick it in here for a bit of meaningless variety.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:32, 30 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Need ID for Nazi's Smoke Grenade ==&lt;br /&gt;
&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|600px|none|Politically correctness gone mad in this game reach even poor innocent grenades]]&lt;br /&gt;
Brang this with the pics that I posted on this page.&lt;br /&gt;
Someone can ID the model of the grenade? And just for couriosity, isn't this supposed to have swastikas?&lt;br /&gt;
PS: Sorry if the pics is localized in Italian/Mangiaspaghetti-speak but the CoD games don't have a option for changing languages. (at least that I know). &lt;br /&gt;
--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:59, 31 January 2018 (EST)&lt;br /&gt;
:The page already IDs it, it's an M18. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:36, 31 January 2018 (EST)&lt;br /&gt;
::As for the markings, they are fictitious so I think they have just given it the Balkenkreuz to make this American model of grenade look stereotypically German, despite the fact that real German grenades were not marked with Swastikas or Balkenkreuz crosses. They have put a bit of effort into the text, as Nb is the correct prefix for German smoke grenades (it is short for nebel meaning &amp;quot;fog&amp;quot;), although the part after this is referring to the fuse which I believe is a fictional designation of fuse. The thing underneath reads &amp;quot;Rauch&amp;quot; which translates to smoke, but I do not believe they called these &amp;quot;smoke&amp;quot; grenades, instead they were &amp;quot;fog&amp;quot; grenades being called &amp;quot;Nebelhandgranate&amp;quot; (fog hand grenade).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:46, 31 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Shoving the Panzerschreck into the ground during the reload animation in third person ==&lt;br /&gt;
&lt;br /&gt;
I wonder, according to the page, if the first-person view ofl reloading the Panzerschreck probably requires shoving it into the ground, what would it look like in third-person? Is the Panzerschreck smaller in third-person? Is the person taller in third-person? Did the Panzerschreck actually get shoved into the ground? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:46, 6 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
They are taller.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:22, 7 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leaked variants ==&lt;br /&gt;
&lt;br /&gt;
I've recently heard from some YouTubers that there are a few variants that are in the game files but currently not accessible in-game. [https://www.youtube.com/watch?v=IvMhkQyJNXA Here's a video of them]. I'm not sure if they will be added to the game proper or not, but I think we can still talk about them on the talk page. Are there any interesting things in the variants we're seeing here? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 05:56, 9 February 2018 (EST)&lt;br /&gt;
:What this video seems to be showing off are all the Heroic variants, which are the same as the Epic ones, except cleaner-looking. I don't really think that it'll make much of a difference, but the video does at least give us some good looks at the variants. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:40, 9 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Well...==&lt;br /&gt;
&lt;br /&gt;
[[File:CoDWWII-No2-Obstructor.jpg|thumb|none|400px]]&lt;br /&gt;
While the &amp;quot;Enfield No. 2&amp;quot; in campaign is modeled after a true one, the version added in The Resistance event looks nothing like one. Ideas about the ID? (for starters, it has a trigger guard identical to that of the [[Smith &amp;amp; Wesson .44 Double Action]]) --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:58, 25 February 2018 (EST)&lt;br /&gt;
:Probably a hybrid of the S&amp;amp;W and the Enfield. The cylinder and frame(might be the wrong term, not great with revolvers) are definitely from the Enfield but that barrel definitely isn't. --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:03, 28 February 2018 (EST)&lt;br /&gt;
::[https://www.youtube.com/watch?v=e1_vcHA0T28 Well, it's hardly the most bizarre variant of the Enfield...] [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:55, 28 February 2018 (EST)&lt;br /&gt;
:::It's a Peacemaker, only with a top-break reloading. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 11:43, 2 March 2018 (EST)&lt;br /&gt;
::::I am genuinely starting to wonder if Sledgehammer is doing this on purpose JUST to anger firearm enthusiasts. Seriously, how do you cock up weapons '''this''' hard and '''this''' consistently? --[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 14:28, 13 March 2018 (EDT)&lt;br /&gt;
:::::&amp;quot;''On purpose JUST to anger firearm enthusiasts''&amp;quot; - that's what all CoD developers have been doing for years. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:34, 13 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Local MP Gun Question... ==&lt;br /&gt;
&lt;br /&gt;
Well, I downloaded the Shamrock &amp;amp; Awe update. I went to multiplayer to check the new guns, 'cause in the previous update they added guns even in local multiplayer. But ALL the update guns disappeared.&lt;br /&gt;
Why the devs did that? Is completely nonsense! --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 12:39, 21 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blitzkrieg ==&lt;br /&gt;
&lt;br /&gt;
So, the Blitzkrieg event just dropped, complete with a baseball bat, and an impressive ''5'' new guns. These are: &lt;br /&gt;
* A Japanese Type 5 Garand copy,&lt;br /&gt;
* An M2 Carbine with an actual modeled selector switch (apparently nobody told the people who put it in that that's what the PaPed version of the normal M1 Carbine is called), &lt;br /&gt;
* A Costa Rican contract Breda PG (the open-bolt version with the 4-round burst function), called the &amp;quot;ITRA Burst&amp;quot;, for whatever reason,&lt;br /&gt;
* A Sterling SMG, and&lt;br /&gt;
* An Arisaka Type 38.&lt;br /&gt;
From what I can tell, some of these already have obvious issues (e.g. the M2 Carbine fires ''really'' slowly, the Type 5 feeds from an en-bloc clip like a normal M1, the Breda holds 32 rounds instead of 20, the Sterling holds 30 rounds instead of 34, etc.), and downright ridiculous variants, as expected. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 18:57, 17 April 2018 (EDT) P.S.: For whatever reason, one of the variants of the baseball bat has a spent artillery shell on the end of it. Home run indeed.&lt;br /&gt;
&lt;br /&gt;
== P38 or P5? ==&lt;br /&gt;
&lt;br /&gt;
Whenever I first saw it, I thought the &amp;quot;SAP&amp;quot; was based on a Walther P5. Given that it a P38 doesn't match perfectly, is it possible it's closer to a P5 Sporting Model?--[[User:H3nry8adger1982|H3nry8adger1982]] ([[User talk:H3nry8adger1982|talk]]) 16:30, 18 April 2018 (EDT)H3nry8adger1982&lt;br /&gt;
:The P5 has no slide-mounted safety and the front end is rather angled, while the ingame slide is pretty flat. I know the TP-82 is a thing in this game, but trying to ID the &amp;quot;SAP&amp;quot; as a P5 seems like a bit of a stretch given that the P5 is from the 70s. Frankly, it's probably just a P38 that was modeled poorly.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:15, 18 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some stuff posted on my wall at Gun Wiki ==&lt;br /&gt;
&lt;br /&gt;
[http://guns.wikia.com/wiki/Thread:19566 Post here]. TL;DR:&lt;br /&gt;
&lt;br /&gt;
*The in-game &amp;quot;Sterling&amp;quot; model is a Patchett Mk.I with what looks like a slightly curved magazine (neither the same as the Sterling L2's magazine nor the same as the Patchett's) and a canted cocking slot, which did exist on Patchett Mk.Is but only the about the last quarter of the production run - only 100 were made in total so there would have only been a few dozen Patchett Mk.Is with canted cocking slots. The barrel of the in-game model seems to be taken from some of the earliest Patchett guns, the Experimental Models from 1943, of which only five were ever made.&lt;br /&gt;
*The OSS-designed suppressor for the M3 Grease Gun was actually screwed on to a specially-designed threaded barrel. The in-game model does not use this barrel so the in-game deptiction is still inaccurate. The in-game suppressor also resembles the version used by the SOE, designed independently by RSAF Enfield. The SOE suppressor was not the same as the OSS one.&lt;br /&gt;
* The &amp;quot;Devil's Piano&amp;quot; variant of the MG-42 in multiplayer is based on the experimental MG-39Rh machine gun.&lt;br /&gt;
* The &amp;quot;Stripe-Happy&amp;quot; variant of the FG-42 is a hybrid between the 1st model FG42 (though the pistol grip is not so angled in game) and the Japanese Type 2 paratrooper rifle.&lt;br /&gt;
* The &amp;quot;Fiore De Morte&amp;quot; variant is a hybrid between the Breda M30 and Breda M37 machine guns.&lt;br /&gt;
*The &amp;quot;Serum&amp;quot; variant of the StG.44 has elements of the MkB.42(W), especially the reciever and pistol grip.&lt;br /&gt;
&lt;br /&gt;
--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:33, 19 April 2018 (EDT)&lt;br /&gt;
:Quick update; some points in this list are kinda wrong-ish. I will be adding only the points I find verifiable. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:18, 17 September 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== An interesting video. ==&lt;br /&gt;
&lt;br /&gt;
So, if the information in [https://www.youtube.com/watch?v=E0C7GjoeqTU this video I found] is to be believed, then we've got some interesting weapons headed our way. That being said, I'm doubtful that ''all'' of these are making it into the game, not leastly because I have a hard time seeing the devs adding, like, 5 SMGs to the game and not a single shotgun, not to mention the obvious redundancy of adding both a Sten and an Austen, but then again, this ''is'' Sledgehammer we're dealing with, so quite literally anything could happen. What do you guys think? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:36, 23 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
They're basically trying to stuff all those obscure weapons into the game like DICE did in Battlefield 1, although more egregiously into supply drops like the previous DLC weapons. Nevertheless, here's my two cents on each weapon:&lt;br /&gt;
* KG m/21 - Essentially a Swedish version of the BAR with a smaller caliber and pistol grip. It most likely will be added to the LMG category or to the Rifles category like the BAR was, as a slightly weaker copy.&lt;br /&gt;
* ZK-383 - Yet another side-loaded SMG. Maybe it's gonna fit between the Sten/Type 100 and the Waffe 28.&lt;br /&gt;
* Ribeyrolles - I think it's going to be the 1918 automatic carbine rather than the SMG. Performance-wise, it would basically be a weaker counterpart to the Volksturmgewehr.&lt;br /&gt;
* Carcano - Italian rifle. Maybe weaker with a faster bolt, maybe even has iron sights like the Kar98k.&lt;br /&gt;
* PTRS-41 - Likely gonna be similar to its ''World at War'' incarnation; an impractical 20-kilo sniper that acts like the .50 caliber rifles from previous games.&lt;br /&gt;
* Mosin-Nagant - Why this gun wasn't added yet is beyond me. May have iron sights like the Kar98k so we can go Simo Häyhä.&lt;br /&gt;
* Austen - Essentially an Australian copy of the Sten. A redundant weapon choice since we already have the latter; the Owen Gun would be a more interesting suggestion instead.&lt;br /&gt;
* Chatelleraut - French top-loaded LMG. Would probably be faster-firing version of the Bren in-game.&lt;br /&gt;
* EMP44 - German stamped-metal SMG that was rejected by the Heer for being too crude, and they already had the StG44 replacing the MP40 and Kar 98k at that time. Nevertheless, more viable replacements would be the MP35 or the MP 3008.&lt;br /&gt;
* Blyskawica - Polish SMG built for the local resistance. Performance-wise, it's gonna be like the Sten it was based on.&lt;br /&gt;
* Bechowiec-1 - Uber-rare Polish machine pistol (around 11-13 made). Given its lack of a stock and slide like an automatic pistol, it would make more sense to make it a pistol - a rather big machine pistol.&lt;br /&gt;
* De Lisle - Silent carbine based on the Lee-Enfield; it would fit the niche role as a covert sniper, albeit at close-range.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 00:00, 24 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== My wishlist for DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
Basically what the headline says, with an emphasis on making each weapon distinct as opposed to just basing it on the existing weapons.&lt;br /&gt;
* [[Browning Hi-Power]]: High-capacity semi-auto pistol with a 13-round magazine. May have a slower firecap (because of its heavier trigger pull) to compensate for the capacity.&lt;br /&gt;
* [[Sturmpistole]]: Flare gun converted into a grenade launcher. Basically a pocket noob tube.&lt;br /&gt;
* [[Browning Auto-5]]: How'd this not appear in the game? It could be the Allied counterpart to the Toggle Action, but with shell-by-shell reloading and slightly higher damage and range.&lt;br /&gt;
* [[United Defense M42]]: Intended Thompson replacement supplied to resistance groups. Makes use of two 25-round magazines welded together for faster alternate reloads, like the &amp;quot;dual mags&amp;quot; attachment from previous games.&lt;br /&gt;
* A top-loaded SMG like the [[Beretta M1918]] or the [[Owen Gun]].&lt;br /&gt;
* Charlton Automatic Rifle: Converted automatic [[Lee-Enfield]] hailing from New Zealand. Unfortunately most were destroyed in a warehouse fire after the war, but still an impressive weapon nonetheless. May be classified as a automatic rifle or LMG in-game.&lt;br /&gt;
* [[Vickers K machine gun]]: The Allied counterpart to the German aircraft MGs. Based on the gas-operated land model used by the SAS, the Vickers K is essentially a more badass Lewis, with a fire rate comparable to the MG42.&lt;br /&gt;
* [[Holland &amp;amp; Holland Double Rifle]]: For fun rather than realism. Basically has the same damage model of the M30's rifle bullet, but with twice the ammo and very strong recoil. May even have iron sights in lieu of a scope for increased challenge. Variants basically give the rifle lavishly ornate furniture like those custom models.&lt;br /&gt;
* Big Joe 5: a crossbow developed by the OSS for covert assassination missions. It could basically be like the crossbows from previous games, with or without explosive bolts.&lt;br /&gt;
Feel free to make any comments or suggestions. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:29, 24 April 2018 (EDT)&lt;br /&gt;
:Well MJ, I think that those are all some excellent suggestions, of which very few are going to be added, because Sledgehammer. On a completely unrelated note, is it just me or does the M1911A1 in this game seem a bit too thin? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:50, 24 April 2018 (EDT) P.S.: I might give some suggestions later, but right now I don't feel like making any more quadruple-digit edits after the nightmare of dealing with all of those ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|H3VR]]'' screenshots.&lt;br /&gt;
&lt;br /&gt;
How about a Type 14 or 94 as a joke weapon? :P--[[User:H3nry8adger1982|H3nry8adger1982]] ([[User talk:H3nry8adger1982|talk]]) 11:33, 1 May 2018 (EDT)H3nry8adger1982&lt;br /&gt;
:Type 94 as a grenade, please. [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 11:17, 20 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Springfield Air Service magazine can be made detachable? ==&lt;br /&gt;
&lt;br /&gt;
I was looking up images of the Air Service magazine on normal Springfield M1903s and I came across [https://jamesdjulia.com/item/1249-386/ this auction page], which states that the weapon &amp;quot;Comes with 20 shot detachable magazine usually associated with the M1903 Air Service rifle&amp;quot; Is this relevant to the page? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 09:37, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's &amp;quot;detachable&amp;quot; in the same sense of the Lee-Enfield mag where you CAN remove it but you really shouldn't, given the doctrine was to just feed it a ton of stripper clips and move on. --[[User:PaperCake|PaperCake]] 11:30, 3 August 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wrong flavor of Mosin ==&lt;br /&gt;
&lt;br /&gt;
The M91/30 isn't actually an M91/30, given the ladder sight, hex receiver, extra long length and unhooded front sight it's an original M1891 Mosin. The bolt's weird, it doesn't really look like a proper 91/30 PU bolt, it kinda looks like those bubba'd ones you see people make. --[[User:PaperCake|PaperCake]] 11:21, 3 August 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Panzerschreck talllness ==&lt;br /&gt;
&lt;br /&gt;
What if everybody is just, y'know, taller than real life average heights and can reload like that easy? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:57, 30 August 2018 (EDT)&lt;br /&gt;
:...And what if they're not? Why would we only be playing as soldiers of above-average height? It's not Tall of Duty. :P &lt;br /&gt;
:More sensibly, this is an ad-hoc rationalisation. Sure, that could be true, but it could also be they just messed up the scale, or that it was done because a necromancer told Activision that he would summon skeletons to beat them up if the Panzerschreck was the right size. All we ''do'' know is that this isn't what a WW2 soldier of average size would see if he did this with a Panzerschreck. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 05:08, 30 August 2018 (EDT)&lt;br /&gt;
::Not to mention that when you look at the playable characters in third-person view, it's pretty clear that they don't have Dolph Lundgren's stature. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:04, 30 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Breda PG variant==&lt;br /&gt;
&lt;br /&gt;
Can anyone identify [https://imgur.com/a/bVqSuj7 this variant] of the Breda PG? --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 13:48, 5 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mutant Enfield ==&lt;br /&gt;
&lt;br /&gt;
Ok since there's been an edit war recently, let's settle this here: @Tamarin88 how on earth is the top-break/swing-out thing a relevant argument? Firstly, they couldn't have used the same animation, considering that the reload seen in the campaign happens in a non-standard gameplay instance where the character is forced to use the revolver one-handed while dragging a wounded ally, as opposed to traditional gameplay. And secondly, contrarily to your claim, the accurately modeled Enfield was actually planned for multiplayer (in addition to its presence in the campaign), as shown in the link that I provided. Therefore, the point about the hybrid variant design was fine, and your insistence on removing it over and over is just another case of you randomly removing bits of interesting info, which is an issue that you've already been told about before. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:01, 17 April 2019 (EDT)&lt;br /&gt;
:I originally added that trivia. It was my completely baseless speculation. It was not fine, it's not that interesting, I regretted adding it, so I deleted it in the first place. My writing was poor and overly dramatic, and the trivia is just not worth preserving. Let it stay deleted. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:09, 17 April 2019 (EDT)&lt;br /&gt;
::Eh, about your part, I guess it's the &amp;quot;beyond IMFDB's ability to answer&amp;quot; thing that was probably overdone, nothing more :P I was merely talking about the first sentence. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:15, 17 April 2019 (EDT)&lt;br /&gt;
:The top break/swing-out thing is relevant, as they would have had to re-rig and probably re-model the SP Enfield to make it top-break. The SP Enfield was indeed intended for MP at one point, however the MP revolver can't be a variant of it unless, again, they re-rigged and re-modeled. And even aside from all that, there's no real reason to make the claim anyway - there's nothing indicating that the MP revolver was a variant, nor would it be by any means the first time that CoD has misidentifed weapons or created frankenguns. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:20, 17 April 2019 (EDT)&lt;br /&gt;
::Again, this doesn't mean anything here. It wouldn't be that hard to adjust the model polygons, etc. to make it top-break (nevermind the fact that the swing-out version didn't even have an ejector rod to begin with), plus the &amp;quot;Obstructor&amp;quot; variant actually uses the exact mutant model (while other weapon variants don't use the same model as their base counterparts, bar very few exceptions such as launchers), which supports the fact that the mutant revolver was indeed planned as such. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:41, 17 April 2019 (EDT)&lt;br /&gt;
:::The &amp;quot;Obstructor&amp;quot; variant proves absolutely nothing. All of the DLC weapons that have collection variants available as part of their events have that variant be a reskin with no model changes. The &amp;quot;Enfield&amp;quot; is not a break from tradition in this regard. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:00, 17 April 2019 (EDT)&lt;br /&gt;
::::Eh, seems right about the DLC weapons (unlike the ones from the original release of the game). Ok while I still have my doubts about it, I'll leave it off the page for now, since after all there are other base weapons in-game that have weird hybrid models (not as much awkward as this one, but still). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:28, 17 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== June 4th update ==&lt;br /&gt;
&lt;br /&gt;
New content for a game that's been out for over eighteen months. Bless these people. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:20, 4 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categorization, my LAD, is made up of mistakes... ==&lt;br /&gt;
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...but, as useful and truth-leading as those mistakes may be, it's best to get them ironed out quickly. So, time for a new semantical debate: where should the LAD actually go? It's here now, and it's been datelined for ''BFV'', so it's probably for the best that we figure something out soon. See, it's designed like an LMG - bipod, belt-feed, etc., but it's chambered for a pistol cartridge, which one would assume would make it an SMG. So... what do we do? It's not the only thing of the sort we might eventually have to deal with, either; there're some custom AR builds with belt-fed 9x19mm uppers and full-auto lowers that could fall into the same category, as could those miniature .22 LR-chambered M1919 Brownings that pop up time to time. I mean, it's a pretty edge-case issue, sure, but I'd still rather get it settled quickly. So, what're everyone's thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:27, 4 June 2019 (EDT)&lt;br /&gt;
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:What few sources I can find class it and [https://www.forgottenweapons.com/august-coenders-9x19mm-belt-fed-mg/ similar weapons] as machine guns, for what it's worth. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:08, 4 June 2019 (EDT)&lt;br /&gt;
:: Eh while it arguably shares some characteristics with a 'proper' MG (belt feed is debatable, a bipod less so - You can put a bipod on any shoulder/long gun. Hell you can even put one on a handgun) at the end of the day being chambered for a pistol cartridge makes it an SMG as far as I'm concerned. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:56, 4 June 2019 (EDT)&lt;br /&gt;
:::&amp;lt;S&amp;gt;The designers called LAD a light machine gun, and it was suggested for usage in this category. But technically it has blowback action, and this is, as I think, most essential argument to list it as an SMG.&amp;lt;/S&amp;gt; [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 06:06, 5 June 2019 (EDT)&lt;br /&gt;
:::: The 'suggested use' of the Thompson was as a &amp;quot;trench gun&amp;quot;, yet it isn't called that (indeed most of the time you see that phrase is with shotguns). A lot of contemporary subguns and SBR's are called 'PDWs' by the companies that designed and make them, but we don't use that term. Ultimately what the designers 'intended' or 'what they call it' isn't really relevant. We call it what it is by characteristics. That said, operating system isn't as important since a lot of guns use the same system(s). Now strictly speaking you could call any single-man-operable sustained-fire automatic gun of any caliber a 'light machine gun' and it would be technically true as almost all of the characteristics match - This is where caliber becomes the delineating factor. &amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt; And so, what we call 'light' machine guns are one-man operable automatic weapons still chambered for rifle caliber rounds - generally the small/shortened calibers used by assault rifles, but still. If it's a single-man automatic weapon that fires pistol-caliber rounds it's a submachine gun. This is plainly stated in the 'Machine Gun' category page so I don't get where the supposed confusion or debate is. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:23, 5 June 2019 (EDT)&lt;br /&gt;
:::::OK, I'm sorry to mess in the discussion. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 14:57, 5 June 2019 (EDT)&lt;br /&gt;
:::::Presumably it comes from the fact that everywhere except from IMFDB calls it an LMG, nor is calibre generally considered by other sources as a factor in determining whether something is an LMG or not except when it exceeds certain sizes - not whether it goes under them.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 03:49, 6 June 2019 (EDT)&lt;br /&gt;
:::::: What other sources? Who determines these 'sizes'? And just what 'size' exactly? Not that it matters since you're talking about &amp;quot;everywhere else&amp;quot; and frankly &amp;quot;everywhere else&amp;quot; is free to classify it however they want. '''Here''' we have a clearly stated standard based on a clear delineating trait - and that's pretty much that. I again don't see what the hell else more there is to say unless you're more interested in arguing about something rather beyond the scope of the question of how a gun - not a group or type but just ONE rather-marginal-in-either-classification gun - should be listed on the page. A question that again has a clear answer. I'll only conclude this by saying something I've said too many fucking times before yet I'll say it again - We're '''not''' a gun encyclopedia here, and I for one am not interested in another incessant quarrel that seems be more interested trying to make it one, or at least more of one than it really needs to be. If I sound irritated here, well it's because I am. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:04, 6 June 2019 (EDT)&lt;br /&gt;
:::::: Okay, okay, I'll drop it, though if we do classify it as an SMG we probably shouldn't make it sound like our opinion is the definitive one and imply that SHG is wrong in classifying it as an LMG. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:33, 6 June 2019 (EDT)&lt;br /&gt;
::::::: That's definitely fair enough - You can always note extra details in the writeup. Though I suppose that can work both ways as FCM mentioned below, so.. bah. My thing is to just default to what the site goes by which may not always be absolutely accurate but is usually good enough for our purposes - We're just finding somewhere to put it on a page. We're not looking to be a real authority on it or any other particular gun, really. Indeed shouldn't be. BUT I guess that doesn't have to be the case always absolutely either so again, bah. In any event my bad for getting kinda heavy on my end. Eh, it happens. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:17, 6 June 2019 (EDT)&lt;br /&gt;
::::::::I think both sides have merit, and I would definitely want supporting evidence from both sides in the final writeup. I'd still lump this in with LMGs to avoid grief from casual users. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:15, 7 June 2019 (EDT)&lt;br /&gt;
Isn’t this thing a bit like the Hellreigel from BF1? That would be a good example to go off of, as it’s characterized as an SMG on that page. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:38, 6 June 2019 (EDT)&lt;br /&gt;
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:The Hellriegel's more of an SMG than machine gun, albeit it's overgrown to a level surpassing stuff like the Thompson or Suomi. But the LAD is more machine gun than SMG, it's got a bipod, a belt feed, a top cover, a MG42 style stock. The only thing that really makes it an SMG is the caliber and the action. Plus we're throwing a LOT of shit over this so I'd advise we just wrap it up, call it an LMG before we keep this perpetual butthurt train going until the heat death of the universe. --[[User:PaperCake|PaperCake]] 19:07, 6 June 2019 (EST)&lt;br /&gt;
::I think we should lump it with the LMGs and make note of the pistol caliber in the description. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:22, 6 June 2019 (EDT)&lt;br /&gt;
:::I think it has to be categorised as an SMG, &amp;quot;pistol calibre machine gun is an SMG&amp;quot; is one of the most firm rules in defining firearm categories. It's a real edge case, of course. But &amp;quot;Light Machine Gun&amp;quot; in CoD is a category for automatic support weapons and almost always has GPMGs in it anyway. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:00, 7 June 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>Evil Tim</name></author>
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